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SUPER SCIO #6A

DIVIDE AND CONQUER

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Copyright 1996

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

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(Also included in this file are:
2. A MORE ACCURATE LOOK AT INCIDENT 2
3. PROGRAMMED MACHINE ENTITIES
4. CONTROL ENTITIES

Part B:
5. THOUGHT POOLS
6. SPIRAL DECAY AND DEATH
7. ARSLYCUS
8. ADVANCED SOLO NOTS
9. NOTS IN SCIENCE FICTION
10. SPLIT VIEWPOINTS (SVs)

From the earliest days of Scientology we have known that things are not one sided, but operate in both directions. The engrams of Dianetics, seen in 1950 only from the view of what has been done to the PC, were in 1952 found to have a balancing side in the PCs commission of overt acts against others.

In light of this, it would seem obvious that if the PC was suffering from being infested by others, then he must also be infesting others himself. If there were incidents which joined beings together, then there must also be incidents which caused the being to divide.

Ron only discusses this briefly, primarily in the HCL lectures of 1952, and the last mention of it that I'm aware of was around 1954 in the 3rd ACC. Unfortunately, he says very little that is useful concerning how to audit this, the only technique (as far as I know) being to run mockups of dividing.

This was the rock on which I floundered for many years. I tried all sorts of techniques. I researched implant platens where the being was forced to divide and found that they would not run out more than a few of these splits before I would start to get sick. I tried NOTS techniques and found them almost unworkable in this area. I experimented with trying to blow out ridges that were dividing me by means of energy flows. Everything failed or only worked briefly and marginally.

And then I found the key process which is easy and works consistently without problems. It is quite simple. If you spot or otherwise sense something that might be a part of yourself which is split off, isolated, or otherwise blocked from your awareness, you have it do the following command:

POINT TO THE BEING THAT YOU DIVIDED FROM.

Something will seem to go somewhere. And you will feel better and unbothered.

Apparently there is an important factor in the order or pattern of division. Lets say that A0 divides into B1 and B2. Now B1 divides into C3 and C4 and B2 divides into D5 and D6. Here and now all there is is C3, C4, D5 and D6. If C3 is the conscious viewpoint and it finds D6, then when it runs the process on D6, D6 will point to D5 and rejoin it. If you try to handle the split any other way, you find yourself trying to force D6 to rejoin C3 which doesn't work.

This indicates why the other techniques I tried worked so sporadically. Occasionally I would be dealing with a split off piece that could rejoin directly, but usually I wasn't. And the attempt to get it to rejoin would create a sort of bypassed charge in terms of the missing piece that was in between, which is why it was so easy to get sick while fooling around with this.

Furthermore, the above process will work to some degree on BTs, so you don't have to worry too much about whether you've really got a split off piece of yourself or something else. If there is any remnant after running the above, use "Who Are you". Sometimes there is a whole crowd of BTs that become visible after blowing one of these splits, and usually you can just run the Who question immediately. You can also repeat the Point command given above. The pointing often undoes valences etc. because it gets back to the basic identity.

Occasionally blowing one of these splits will reveal some large very solid mental machinery built out of programmed machine entities (which I abbreviate to PME). If so, then use the key command on them for undoing the machine building implants. The command is "Spot being made into a machine".

If you run this point command on yourself, you should find that you can indeed point in some strange direction and you feel a bit better and more certain of yourself and who you are. But you will not takeoff and rejoin some other thetan or something like that. There apparently is a difference between truly separate individuals who split off of the same earlier being and unconsciously split off pieces of an individual. The latter will rejoin on being handled whereas the former will remain separate but know better who they are.

The "pointing" works even when it is done in a vague and sloppy manner, you don't have to be very precise about it. The pointing is not necessarily in a physical direction. Also, you are not necessarily pointing to where the other being is now. Usually the pointing is towards the original direction in which the split occurred.

Since this works on any BT, it might act as an undercut or at least as a repair on OT3 or NOTS, but this has yet to be determined in a practical sense.

I am nowhere near finished with running this level. Therefore, I can't guarantee that everything I say about it is correct. The best I can do is give you my notes and trust that the above process will carry you through any mistakes or restimulation.

To the best of my knowledge, there were only 10,000 individuals on the early track. My guess is that this is the number of separate pieces of theta that split off from the infinite static and went through the Jewel of Knowledge independently of each other. Their only connection is that each one is part of the underlying static and they all share the fact of having experienced the jewel.

Each of these basic individuals was capable of assuming many identities simultaneously and being in many places at once. This total level of skill and ability is still available to us despite the fact that we have been heavily implanted and otherwise abberated into being located in one place and doing only one thing at a time.

These individuals eventually divided many times and eventually became the trillions who inhabit this universe.

When an individual truly and completely divides, the result is two complete fully capable copies. There is no parceling out of spiritual resources or loss of horsepower. Both are identical, one is not senior to the other. Both copies have the full remembrance of being the original that divided. From that point on, they each evolve individually. If my analysis of the original purpose behind it all is correct (e.g. to balance the infinite nothingness with creation), then these two will never rejoin because there is no benefit to having fewer unique individuals.

A split off piece of an individual, on the other hand, is not a separate being. It is simply a part of themselves, often sent off somewhere or hidden or otherwise kept out of sight. These fragments can be aware in the sense of perceiving and recording and reacting to things, but they are not self aware. They can think, but they have no self perception of their own thinking.

Don't make the mistake of thinking that you have some big conscious oversoul that you are a subordinate piece of. There is stuff at higher realities which you might call an oversoul because it generates much of the manifestations of space-time and arranges things for you, but it is not somebody else. It is you, and you are the conscious self-aware portion of that "oversoul". It is simply that you are completely unconscious in those higher realities. As you wake up, you will find that you are still you, except bigger. So this "oversoul" is simply part of your greater subconscious and works much like your heartbeat and all the other things that you do for (or to) yourself automatically.

An individual cannot actually have an effect imposed on him by another. The only mechanism consists of an individual copying and mocking up for himself the proposed effects that another is attempting to project at him. But it is split of portions of the person operating at a sub-awareness level which do this copying and mocking up on an automatic basis so that you have the apparancy of one person hitting another when the only thing that can really happen is for one person to give a picture of getting hit to another and talk him into creating it.

This almost turns NOTS into a joke. All a BT can do is talk one of your own split pieces into mocking up a somatic for you. There is no way that they can impinge directly. Its just that you've got so much of yourself running on automatic and most of it is stupid enough to accept orders from anybody.

The assist where you put somatics or emotions or drug effects or whatever into the walls or room objects is actually a drill whereby you are redirecting your own split off machinery to aim at another target than the place where its normally directed.

Most of the determination of agreed upon reality is coming from PMEs (Programmed Machine Entities) of which you may be a few of them but most of them are part of other individuals. However, the copying of the results computed by this machinery and projecting it into your own reality is done exclusively by split off pieces of yourself because there is nothing else that could affect you.

An interesting process at this level is "From where might you be mocking up ..." and when you find a spot that seems right, have it point to the being it divided from.

Note that the pointing is done mentally and must not be limited to three dimensional physical universe directions. Most of this stuff is not within the current 3 dimensional reality. Some of it is sideways of reality in a sort of 4th or 5th dimensional direction. Other stuff is in other universes and the "pointing" is sort of a pointing out the location of something in a completely disrelated space and time.

There is some natural splitting. You put bits of yourself onto people and places and things that you want to keep track of or influence. Since these are not enforced, they can pretty much be brought back under control by simple exercise. You can master dissolving these things and putting them back at will. There's actually nothing that stops you from dissolving these or controlling these pieces except your own worry that you wouldn't be able to put them back or that you will loose track of things. So all you have to do is drill projecting and dissolving split pieces because you'll let go of the ones you don't need as soon as you're certain that you can put them back as needed. This is actually your natural mechanism for staying in the game and remaining connected to other people.

Putting out split pieces is not the actual abberation. The abberation is splitting without control or awareness and losing control and awareness over pieces that are already split. This often happens under the impact of implants.

One point that is still under research is whether or not we have multiple self aware operating centers. In other words, we might each be a number of different people and making a point of not knowing about our other selves from any of the individual viewpoints. This might be like a computer running multiple programs and shifting memory banks as it timesliced between the different programs. Or imagine setting up a 4 player card game and playing each of the 4 roles. You might mock up a personality for each one (maybe one is greedy and one is skillful and one is having fun and one is trying not to make a fool of himself) and then intentionally pretend to not know what the other 3 are thinking as you play each role.

If this is the case, then it is different location, information, resources, and goals which differentiate your handling of the individual operating centers. And don't make the mistake of thinking that you're everybody else. You'd only be a small percentage. Maybe one in a billion. But the galaxy is large and even that ratio might mean that you are millions of different people. We used to operate this way on the early track, but we were aware of doing it.

I will guarantee that there are complete splits which make other individuals and that there are sub-aware split off pieces of each individual but I cannot guarantee that this third area of split self-aware portions of the same being is real. In the presence of heavy charge, it is possible either to dub-in something that isn't there or to suppress knowledge of something that is there and I'm not yet far enough along on this area to avoid those pitfalls.

The entire subject of beings splitting has been heavily abberated by implants. These include:

a) Simply smashing the person apart by force

b) Making someone be in two places and implanting the two locations with different mutually antagonistic goals so that from each viewpoint, he will fight back against the other one.

c) Nasty tricks like showing you a fake mirror reflection of yourself which shows you dividing (when you're not) and telling you that you are splitting and can't resist doing it (and eventually you resist too hard or go into apathy and then you do split).

d) The big mass implants made you put pieces of yourself onto others to control them and keep them human.

e) In a similar vein, there were police implants which made you split off and place "control entities" onto "criminals". Some societies made everyone do a bit of this on a regular basis as part of their civic duty.

f) Some of the early track military organizations had officers splitting off and pushing control entities onto their underlings etc. going all the way down the chain of command so that an invasion force would operate as a single unit managed by a thetan at the top.

g) Sometimes you were made to split to provide servants or laborers for various reasons. Thetans are the coin of this universe. One of the reasons people can be infested with BTs so easily is that they have early postulates about acquiring entities for use as servants and slaves.

h) It was common, especially in the symbols universe, to put pieces of yourself into thought pools to copy emotions and sensations. Some of this was of your own free will (you liked having sensations etc.) but some of it was enforced or later hidden and removed from your control so that you could be made to feel pain etc.

i) You intentionally set up machinery (which can be found in various non-physical directions) to create reality etc. for yourself and put pieces of yourself into it. But again this was heavily implanted and put out of your control so that you could be enslaved.

j) Even the penalty universes used items like "To eat is to be the tiger in back and hide from myself forever" (there is a whole series of these "tiger in back" items).

If anything got stirred up by reading this, have it point to the being that it divided from.

Don't make the mistake of thinking that we're all one. There are other people out there. But we are fewer than we think.

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Since I've barely started on this area myself, I don't have a lot to say about it. So instead, I'll round this document out with some related topics.

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2. A MORE ACCURATE LOOK AT INCIDENT 2

The Galactic Confederacy was fairly small as far as star empires go. It grew up in the aftermath of Arslycus which had enslaved the populations of this and the next inward spiral arms (millions of planets) and put the galaxy into a dark age with its collapse.

After a major collapse, the people will rally around strong leaders and look to them for salvation. And so the stage is set for feudal warlords and ambitious demagogues to form their own little empires in the darkness.

These empires are typically founded by low order OTs who then gradually decay due to overts, mistakes, corruption, and debaucheries. With advanced technologies and controlled reincarnation, such an individual might last many thousands or even hundreds of thousands of years, but eventually falls to a more cunning manipulator or a revolutionary leader or whatever. And then the cycle repeats.

Feudal Japan has the right flavor for describing the Galactic Confederacy, except, of course, the technology was much more advanced and the people did have more rights and freedoms (you can't maintain a high technology with serfs).

These empires often try to attract "gods" both to handle cataclysmic disasters and as a way to back up the emperor's power as his own abilities are failing. Usually a real god (by which I mean a high order OT) is not that interested in managing governments but will back up an emperor who keeps him entertained. The last emperor of the Confederacy had been particularly adept at attracting gods to the civilization and keeping them under control.

One of the more common parthenons of gods (but far from the only one) used the terminals of the penalty universes. In theory, there is a set of 64 including The Tiger and The Clown (the wise fool) and The Pilot etc. If you're going to be a god, you need some kind of manifestation, and its useful to pick one that is hard for ordinary people to confront because it often gets you instant agreement.

So there were statues to all these guys in the temples, and the people would come and pray for stuff (very carefully and humbly least they get zapped) and the gods usually would keep a line on their various statues and occasionally even grant something. A real god would not actually be in the statue, they were normally disembodied and materialized bodies at will, but they used these statues as anchor points. Often they would simply appear as a face hanging in the sky (at least if they wanted to overawe the masses) rather than showing up in a body.

Of course a small empire like the Confederacy wouldn't manage to fill the entire parthenon, and the OT they managed to attract to be, lets say, The Pilot would not be a very powerful or sophisticated one in comparison with the kind of Pilot a big empire might get. But on the other hand, weaker gods are easier to control and safer to have around. At worst, they might smash a city rather than tossing an entire planet into the sun.

As to how somebody gets to be a god, there are two ways. Either they entered this universe that way (high wizards from the magic universe bypassing incident 1 and showing up here with maximum horsepower). Or they are ordinary people who dedicate many lifetimes to researching their way out of the trap and dig out far enough to rekindle OT abilities.

As a little aside, falling to the temptations of becoming a god (or stopping at an even lower point and becoming an emperor or whatever) is one of the reasons nobody makes it all the way out. Because, of course, you then remain in the trap and eventually decay back down to human. This was the fate of the Pilot of that old Confederacy. He had researched far far more than I know right now and became a god sometime around 121 million years ago. And with that, he let the search for truth die and in the long run, he was smashed and ended up back down here with the rest of us. I don't claim to be more than a fragment of that shattered individual. I think you'll find many of us. And shattered pieces of other gods as well. I think everyone has done the god trip at sometime or other, and we're all still here, and more human than ever.

As a last bit of background on The Pilot, by the time of incident 2, he had decayed significantly and was suffering from various upsets and anti-social tendencies. He didn't get on well with the others gods nor did he like crowded planets. So they had sort of shunted him off to a jungle world known as Teegeak (many English spellings are possible, the name comes from the cry of one of the more common types of dinosaur). There he played with the animals and manipulated the genetic line and acted as a sort of a nature god over the dinosaurs. It was not a highly populated world. Mostly ranger stations and hunting parties, all very careful to put offerings at The Pilot's shrines and working hard not to mess up the environment and get him mad at them. The planet had never been properly colonized because it was a copy of the original Earth (from the fall of home universe) and therefore was considered too restimulative for a sane civilization.

The emperor, either because he felt his abilities had weakened too far, or because he had pissed one of the gods off and wanted to be out of the area for awhile, decided to go off on some kind of a quest and left, never to return. He placed the empire in the hands of the loyal officers until his return. The loyal officers were so called because they had been loyal to the emperor in some revolution or other.

The loyal officers were to periodically elect one amongst themselves as the chairman of the council and protector of the realm. He ruled on behalf of the absent emperor but his powers were severely constrained. The ruling council also included elected representative of the noble families, various guilds, and even some sort of union representatives (which were the common people's only elected spokesmen).

Quite a few of the loyal officers wanted to become the next emperor, but none dared to do so. Instead, they maneuvered for position and played the usual games of palace intrigue. Xemu was one of the more ambitious and ruthless ones and he engineered incident 2 after becoming chairman.

Another group involved in this were the implant dealers. These are about the equivalent of gun runners. Periodically, they get chased out of an area by lynching parties and set up somewhere else a few thousand lightyears away. The group that set up business here just before incident 2 was rumored to have actually fled here from the Andromedia Galaxy (millions of light years away) at some time in the distant past.

Implants are recorded and kept on file and sold for a price. The various ones used in incident 2 had been around for a long time and are not unique to incident 2. They can be found at many different dates individually. The whole file cabinet full of them can also be found being used together in incident 2. It will almost never be the basic (or first time) that any one of them was used on a particular person. Big mass implants like incident 2 are the implant dealer's top of the line item and are both vary rare and extremely expensive. Xemu almost bankrupt the empire buying this one.

The implants are recorded on crystals. These crystals are simply the high tech equivalent of computer chips and are used for everything from running navigation programs to recording music or whatever.

But an implant needs to be projected telepathically. So you need very decayed beings who have been made into machines (programmed machine entities) who will read the pre-recorded implant (commands and pictures) off of the crystals and project them into people.

Simple implant devices consist of a projector and a crystal (with the implant recorded on it) and possibly some sort of energy beam and most important, a bunch of entities built into the machine to do the telepathic projection. They will aim one of these things at a "criminal" or prisoner of war and condition him to be a good boy or whatever. These are common in advanced civilizations and are simple affairs to buy, setup, and run.

A mass implant, on the other hand, requires tons of exotic hardware and super implant devices capable of blanketing a planet. These are placed in satellites (so they wouldn't be destroyed, the implant dealers save them and carry them from place to place) which are set in geosynchronous orbit (meaning the satellite remains over one spot). Devices are also placed in volcanoes (where they can run lines deep into the earth) and energy ribbons are run between the satellites and the volcanoes (you need two terminals). Once the force ribbons are grounded (which includes ionizing a path from orbit down to the surface), the volcanoes can be blown with nuclear weapons. Then the devices in the satellites can project telepathic pictures across the planet (no movie screens).

To sell an operation of this kind, the implant dealers will send in agents to stir up revolutionaries and renegades and then present themselves at court to offer helpful solutions to the riots and troubles. In Xemu's case, he wanted to seize power so they had his co-operation in these covert activities. The great social cleanup would not only round up all the revolutionaries, minorities, troublemakers, etc. but would also provide a covert means of eliminating anyone who would object to Xemu's grab for power.

Note that you can't just shoot criminals in a society like the Confederacy. Reincarnation was known and there was some slight retention of past life memories even among the common people. A criminal would be back in business within twenty years and might be looking to get even as well. With high tech, the normal lifespan gets up around 200 years easily so that you might feel very threatened by the same bad guys showing up again and again.

To get all the victims to Earth for the implant, they had to be shot with a drug that put them into suspended animation. Since the body is still alive, the thetan stays in it (unless he's very smart and able) and it can be frozen and shipped. This was well within the Confederacy's normal capabilities, whereas devices that could handle a bodiless thetan were exotic super technology that would have to be purchased at fantastic prices (they had a few of these things to guard the ruler from casual attacks by demi-gods, but they were not practical for broad use). Once the mass implant started, it wouldn't matter if the victim's body died because he'd be here on Earth getting hit with energy fields that were capable of controlling a bodiless thetan as long as he was still using some sort of energy form (i.e. an astral body or whatever) when he was between lives (the implant dealers hardware was far more advanced and expensive than that used by the Confederacy).

They needed a lightly populated planet to setup on, and preferably it should be a restimulative place. Namely, a copy of the original Earth. And so they chose Teegeek, which is our Earth at the time of "The Great Dying" which killed off the dinosaurs. Incident 2 IS the great dying, and it is a few million years earlier than is indicated by radio carbon dating because the nuclear explosions raised the background radiation level temporarily. The scientists calculate their dates with the assumption that the radiation level is constant, so that if they see a higher count, they think the object being dated was buried more recently because it hasn't decayed as far (rather than starting from a higher radiation level). So they date the iridium layer (which is indicative of a planet wide catastrophe) and the billions of bone fragments (see books like "Digging Dinosaurs") at around 67 million years ago instead of 75 million. Of course the current scientific explanation of the layer is that a comet hit the Earth (a really large body planetary impact will probably generate enough heat to go nuclear).

They had to get the Pilot away from Earth, but these guys know how to deal with the occasional god that gets in their way. If they desecrate the shrines and incite riots and protest marches against one of these gods, he'll generally only zap a few people before he says "the hell with it" and goes off to find some civilization which will appreciate him. Gods like to be worshipped rather than criticized.

When Incident 2 started, The Pilot was thousands of light years away, looking around for an interesting place to settle down. He was mad at the Confederacy and really didn't care what happened to them, but he had invested a lot of time in the wildlife of Earth and still had some connections to the lifeforms. When the first explosions went off, he felt a great cry for help and immediately snapped back to the skies above Earth. And there he beheld billions of people lining the beaches and creatures dying in all directions.

The senior OT ability within an existing universe is the ability to take control over the mockup of that universe or a portion thereof. The basic underlying static does not care which fragment of itself is the source point for a mockup. It does not matter which fragment originally created something in actual fact, anyone can become the one who created it by accepting that responsibility and by assuming the task of continuing to create it in present time. And with that responsibility comes cause and control and the ability to alter the creation.

Early on the track, thetans would fight over who was actually responsible and in control, but in the more recent universes, the general tendency is to fight to avoid responsibility and so it becomes easy for prospective gods to raise their hands and say "Here, give me the responsibility" and all the fools will happily turn all their responsibility and therefore control of the universe over to these gods.

If you're a god and you see some calamity or something you want to control, your first action is to become the one who's mocking it up. Let's say, for example, a dam bursts because some foolish engineer built it wrong. You (as a god) come by and say "I'm mocking it up". You project this telepathically with lots of intention, and everybody will agree with you right away because they don't want to be blamed for the dam bursting. Most especially, all the guys who built the dam will be more than happy to hand off all responsibility to you. And as a god, you don't care about being blamed for anything. Part of the road to becoming a god is to be willing to do anything and accept causation for anything. So you don't mind being the one who made the dam burst. And with that, you gain control over the mockup. Then all you have to do is change your mind about what you want to have happen in the area and it all shifts around because now it is your dream rather than theirs which is controlling the projection of reality. And after the dam snaps back together and the devastation is erased by your postulates, the people are even more willing to agree with your being cause over everything because they like the results.

So when The Pilot appears in the skies during the mass implant, his immediate and instinctive reaction is to broadcast telepathically "I'M MOCKING IT UP" and the reactions of all the living things and captured people on Earth is to agree with that intention. And the implant stops dead in its tracks.

But the programmed entities in the satellites, and the implant dealer's crew, (and possibly another of the gods who was supporting Xemu in the effort to do the implant) did not go compulsively into agreement, but instead insisted that they were mocking it up.

The result of this is that everything hangs suspended in the balance and the individuals fighting for control go into a sort of "glare" fight and battle for who can take the most responsibility. And if he'd just hung on, the pilot would have won because he had the massed agreement of the population behind him. But the fight took time, and the pilot was a weak god who counted on only having to be responsible for anything really horrible for only a moment until he could change it around. And that wasn't happening. And so he was sitting there with full responsibility for having designed and launched the implant and for everything that had already impacted on the people and also for having abandoned the planet earlier. It was just a bit too much and he flinched. And that was the end of him.

You remain a god as long as you can take responsibility without suffering any consequences, and when you fail, you begin to flinch at responsibility and down you go. And in attempting to stop the implant and failing, he caved in and went through the implant along with everyone else.

I don't know too much about the subsequent events in the Confederacy. Ron's story is that the loyal officers rebelled and overthrew Xemu. I suppose that at that point they were claiming to be loyal to the people although that was not the origin of the name. A few of the other gods might have remained around (there weren't many to begin with) but most were probably driven off as was the Pilot (but they didn't have the intimate connection to Earth and so would not have come back).

At a guess, The Tiger (from the old penalty universe with the goal "To Eat") might have remained and supported Xemu and his mass implanting. Possibly the Faire Queen (from the penalty universe with the goal "To Beautify") might have remained to oppose the implanting. Ron talks of her palace blowing up. But that would not have been on Earth. Perhaps the implant had pictures of the explosion. The Pilot, by the way, originates in the penalty universe with the goal "To Guide". To be one of these gods, you had to be capable of using penalty universe mockups without keying in and sliding into the low toned decay and collapse that is pictured in the penalty universes.

Although mass implants are rare, the track is long and there have been many of them, both before and after Incident 2. They can't normally be run without first running out the penalty universes because they intentionally key in the penalty universe mockups so very heavily. But Incident 2 has one special characteristic, which is that it was stopped momentarily by the pilot's failed attempt, and that gives you a way to run it without having to handle the tons of restimulation that occurs in the later parts of the incident. Because it did stop for a few seconds, you can run off the beginning part and bail out when the Pilot shows up without being carried forward willy nilly into the later heavier parts of the incident. Trying to run those later sections (which are not basic) without first running the penalty universes is what pretty much did Ron in.

Basically we had a Catch 22. You had to run charge off of the mass implants to be able to get at the penalty universes. But you had to run the penalty universes first before you could safely handle the mass implants. Ron found the way for others to run Incident 2 safely and sacrificed himself in the process, because he had to run the end of the incident to find the beginning.

Note: The list of volcanoes given on OT3 is not very accurate. The Earth has shifted around a bit. You get away with it because the names of the volcanoes are not in the bank and the being spots what he needs to. Someone like a geologist who actually knows very precisely where the modern volcanoes are might actually have a lot of trouble on OT 3 because he may force things to match the locations he knows and that could act as a wrong location. Most people only have a vague idea where Krakatoa is located, for example. So if they need to spot a volcano somewhere in that part of the world, they call it Krakatoa and that's good enough. I never bothered assessing a volcano list when running an entity through incident 2. It works just fine to have them point without bothering to put a name on it. The best way to do any volcano handling on OT3 is to simply have the being point to the volcano where he was implanted and don't do any assessments.

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3. PROGRAMMED MACHINE ENTITIES (PMEs)

May 12 1990

There is light machinery which is simply mocked up and heavy machinery which is built out of beings.

Light machinery generally resolves easily with mockup processes and Nots techniques. By light, I mean machinery which is directly mocked up as itself. For example, you just mock up an electric generator in the kitchen and postulate that its running and feeding energy to the refrigerator. A BT can mock up a machine like this or get stuck in a machine that another is mocking up or infest a machine that you are mocking up. In all cases, the BTs can be blown easily with the Nots valence technique. As far as your case is concerned, you can just mock up and throw away lots of these machines and have a good time and gain plenty of havingness. This kind of machinery can be very complex and can even have a great deal of mass if you're up to making very solid postulates.

But there is another class of machinery. This machinery consists of a series of programmed postulates that mock something up or cause something to occur.

For example, you make the postulate "When the door opens, a bucket of water will appear and splash down on the person's head. If they scream at this, then a mouse will run out of the closet, otherwise a clown face will appear and say 'have a nice day'". You mock this up one day and leave it hanging there over the door until it triggers. Or you have it happening forever after until you turn it off or somebody else erases it.

These postulated programs can be very complex. They are just like computer programs except that they can range all the way upwards to tools which create and manage universes.

In their pure form, these programmed machines (or simply a programmed series of postulates) can be very useful and are only slightly abberative. Their big original liability was that one could set them to run forever, forget them, and loose control. Later on the track, they also get infested with BTs that copy them, gum up the works, etc. Again this can be handled by blowing off the beings with Nots techniques.

Usually one puts the programming on a sort of template for the machine. This will usually be off in some separate space that you mocked up. You reach back and put a little intention (or energy later on the track) onto one of these templates to trigger the machine.

Since people could erase each other's machinery rather easily, we started making copies of templates and running levels of alter-is to hide things so that someone might have to track back through 3 or 4 levels of finding the template behind the template to get to the basic template of a machine. Of course, if someone unmocked a machine of yours, you could simply mock it up again.

However, we were sliding downscale and by the time of the Symbols universe, we had very complex machinery and too many considerations of inability to keep it all mocked up in the face of opposition. And so a new idea was born to make machinery which would persist. The idea was to make beings into machines so that they would keep them mocked up.

This is the first period in which beings were built into programmed machines. But people were still fairly powerful and they didn't remain machines forever. It happened to everybody many times. You'd be capture and built into a machine and stay that way for a thousand or a trillion years and they you'd wake up and say "the hell with this" and take off. None of the current machine entities trace all the way back to the symbols universe.

The current batch of Programmed Machine Entities or PMEs (which is how I'll refer to these) mostly traces back to the magic universe. The magic universe was really machine crazy, building beings into magic wands and rings of power and all sorts of stuff. But there's also quite a few that were built in this universe and the occasional ones which trace back to the Theta-Mest wars.

The beings are made into machine cores which follow a programmed series of postulates laid out on a machine template. Note that the being's own postulates do not enter into the picture. He's just running off a program willy nilly. So use a gentle touch on these guys and don't get mad at them for what the machine is doing. These guys are slaves and have usually been stuck for a very long time.

In this universe, the implant dealers are the big manufacturers of PMEs. A mass implant will leave lots of broken pieces of beings lying around that are cleaned up by the dealers who sold the implant to the government. They take these back to their factories. Also, ordinary electronics implants frequently build up a pile of dregs in the implant chamber which consists of BTs etc. that were knocked off of the guys who got implanted. These are also taken to the factories. The implant dealers scare the government with stories that make them look at these dregs like radioactive waste so that they even pay the implanters to do this clean up.

Besides building PMEs into implant machines, the modern factories also tailor PMEs for other uses. One popular form is the Virus. Here I'm not using a symbolic name, I'm talking about the actual physical viruses that the doctors fight against. They're not quite life forms, but they make the body sick and they put little anchor points into the cells that happen to look like mini versions of the black cylinder machine cores that these guys have been made into.

Viruses are generally sold for use against enemy populations. However, they are also released on prison planets to keep the inhabitants suppressed. Specifically, a huge load of them was dumped here over the last ten thousand years to keep the planet in check after the current space empire decided to use this as a prison planet.

Running back some Virus PMEs, they all seemed to come from recent mass implants either around 18,000 or 7,000 years ago, sat up on the shelf for a long time, and then were released on Earth at various times, mostly during the dark ages.

PME programming often includes a splitter mechanism. The being is made to divide in two (i.e., what I'm calling the split viewpoint or SV mechanism). This is in the programming.

When you run a Virus, you will find thousands of PMEs in the body. If you run one, it blows but then is "replaced" by the original splitting again and reappearing in the location. You can run it again and get the same dates and everything and have it blow again only to reappear. What you do is reach back to the original and run that one instead. You'll find that that will blow thousands of its later copies out of the body. But sometimes even that one will be "replaced". So you reach back another level. You find that your going off into some strange space somewhere to find these basic underlying originals. Just keep working back until you blow one that doesn't get replaced.

When handling a virus, always check for a replacement after it blows. After blowing out the basic one, check back through the series of templates and into the body to see if any of its split viewpoints didn't blow. Sometimes they need a little nudge to leave (blow by inspection or with "who are you").

If you get sick with a virus or your handling someone else who's sick with a virus, you usually have to blow off a few Virus PMEs before the body recovers. I.E., there may be 3 or 4 different basic individuals each with their own dates etc. underlying the sickness. Also, there's a strong tendency for the virus to reappear again. So check for more each day during the following week. It seems like there's yet another mechanism even further back of all this that keeps trying to put a new virus in to replace the old one (but its not a true "replacement" as described above because it will have its own dates etc. rather than being another copy of the old one). With this technique, you should be able to get an instant resurgence with a small amount of auditing. I.E., sickness gone rather than the usual "maybe now I'll start getting better" that happens in many assists. Then each time the body starts to relapse, just blow another virus out until your completely over it.

Many forms of PMEs have this replacement quality and you have to work back through a few layers of templates to get to the original. You will also find an occasional BT or Cluster who'se doing this sort of thing too, but its rare. If you blow something on a fairly specific answer and then get the same thing again a bit later, and its not that somebody is copying the one who blew, then check for replacement and trace back to the original. There were a number of times on Nots when I kept getting the same valence answer from endless beings in the same location over the course of weeks (in between running other things). It can invalidate your ability to blow things and make Nots seem endless.

Part of the handling is to get them to spot the first time they were made into a machine in the symbols universe. The machine building process seemed to use a cylinder which was covered with pictures of all of the penalty universe terminals. The being would have a non-confront on at least some of these images so he would be unable to move through the wall of the cylinder even though he could pass through ordinary mest easily. It was his flinch at these mockups. The non-confront was so bad that he would be unwilling to touch the wall of the cylinder and would scrunch down inside. A whole pile of beings would be put into one of these and then the cylinder would be made to shrink. The victims would squeeze tighter and tighter together inside. This is a high pressure cluster forming incident. Then they were implanted and programmed. The incident is much more complex but all that's needed is to spot the cylinder at the beginning.

Prior to this you will find them being captured by one kind of trap or another. A common trap used a pyramid with penalty universe symbols on layers of walls. The being would wander in, the door would close, and he'd be stuck. Other kinds of traps used penalty universe symbols like a giant tiger or mermaid or whatever and he'd be drawn in by the aesthetic of the mockup and then held by a keyin on the later part of the penalty universe. There were also symbol traps based on the valence masses such as the Scientist or the Girl or whatever. Since the valence masses were originally implanted by use of penalty universe terminals, it seems that all the traps in the symbols universe depended either directly or indirectly on his flinching at the original penalty universe terminals. So you can have him spot being captured and then shift his attention earlier to the penalty universes and undercut his being entrapped.

As far as the actual routine for handling PMEs, there is a short form and a long form. Its difficult for these guys to wake up and blow, they've been mest for so long. So the long form addresses the entire cycle of their entrapment in detail and pulls them up out of it on an easy gradient. But its a lot of time and work to run it. Using the short form depends on your having enough horsepower and granting enough beingness to get them to spot a couple key things without bothering to handle all the other stuff that's on the long form.

You'll need to know the long form and probably need to run it a few times to get your causativeness up. Then you can start simplifying steps until your down to the short form version. Really it would be nice to get up to the point where you can free these guys purely by inspection and granting of beingness, but its like raising the dead.

Sometimes you can find a PME directly. But usually you've just got a machine to handle. The machine includes the PME and template and all sorts of mockups and usually lots of BTs and Clusters being part of the machine. You can just run the whole machine on the following rundown and most of it will blow early on leaving the machine core which you handle by finishing the rundown. With Nots techniques or simple date/locate on the machine building incident, the machine appears to blow and you might think that its all gone. But a few days later, the machine core gets the thing mocked up again and some new BTs get entrapped in it and the whole thing is there again. So if a machine appears to blow, check for a remnant machine core and continue if it reads.

MACHINE HANDLING - LONG FORM

1. Locate the PME or the machine containing the PME (if a machine, check PME for read since there are also simple machines which only need BT handling). If its obvious that there's a more basic original behind it (somewhere else), then shift to that one.

2. Handle out-int. Machines almost always have out-int, but check int first and skip if no read.

WANT TO GO IN CAN'T GET IN KICKED OUT OF SPACES CAN'T GO IN BEING TRAPPED FORCED IN PULLED IN PUSHED IN MADE TO GO IN MADE INTO A MACHINE

Note that the last 2 are my additions. On small reads, indicate that it is "correct for some" and continue assessing. When you get a good read, indicate it as the primary charge. The charge can also be on the "ON" variation of these (i.e. Pulled On, Pushed On, etc.) but I only found this in rare cases where the machine was built up in layers (such as a layered blanket of confusion).

You could actually do a whole int rundown here, but the real int charge is generally on the machine chain for these guys and the incident where they were made into a machine is the basic on their being forced in or whatever. So just go on with machine handling which takes you to basic faster.

3. Optional: Date when they went into the body. This is useful on a virus or other mobile PME that went in recently. For ordinary machinery that was built, installed in you, and has remained there ever since, this step is not very useful except for producing research data. On a virus, you can even date when they were first sent to Earth.

4. Have them spot being made into a machine. If necessary, date and locate it. Easiest is to first check which universe (this one, magic universe, or an earlier universe). You can do the locate by having them point. I have gone so far as to assess star maps for the location of a machine building factory (on recently built viruses - its no good on old dates because the stars move relative to each other) but this doesn't seem worth the bother.

Recent machines were generally in a mass implant before the machine building process. You can have them spot this and again do a date locate and also spot the prior moment of capture or whatever is the beginning of the incident.

Only do this step until the machine comes apart. Eventually, you get so that you can grant them enough beingness and have them spot being made into a machine with enough theta to just have the machine come apart at that point.

If the machine goes on this step, check for a residual machine core and only continue if it is present.

You can go on to the next step without the machine fully coming apart as long as it loosens up significantly. But if its staying very solid and not reading well, check for overts on making others into machines.

5. Have them spot the first time they were made into a machine. I have always found this to be in the symbols universe (but maybe there will be an exception someday or maybe some will need to spot intermediate incidents before getting basic). If necessary, have them spot the machine building cylinder. I'm reluctant to date/locate on this step because you may still be dealing with a composite and different individuals might have different specific dates etc. for this.

If this seems impossible for them to do, have them spot making others into machines in the symbols universe.

6. Have them spot being captured before being built into a machine. I used to check for pyramid trap, symbol trap, etc. and try to identify it, but its more unnecessary work that is difficult to do. Instead, simply swing their attention earlier to the penalty universes and indicate that these underlie all the symbols universe entrapment techniques.

7. Assess for the penalty universe underlying their entrapment. Do this by assessing the dynamics. Then check the goals for the best reading dynamic. Sometimes you get multiple reads. Just take the best reading. Sometimes your still dealing with a composite and may need to run a couple goals (in the same or different dynamics) to blow everything.

8. As you find each penalty universe goal, have them run it as follows:

Spot "To (goal) is Native State" Spot being pushed into this And/or pushing another into this And/or others pushing others into this Spot "To (goal) is Native State" If needed, ask Who Are You (get a "Me" answer)

If needed, do another goal on them. Often some blow but there's some left. You can also just try to use the first goal, To Create. If another goal is really hot, it might not run, but usually it will run as the second goal after the heaviest charged one has come off.

9. If there still seems to be something left, run the agreements universe by having them do the following:

Spot rushing to get into agreement. Spot going through the triangle. Spot the first line "To Agree is Native State" Look earlier and spot when you decided to agree. If needed, ask Who Are You (get a "Me" answer)

If needed, you can also have them spot encouraging others to agree and others encouraging others to agree. Or have them spot working on the agreements universes (specifying the agreements or designing the universes or postulating them).

Each of the above steps can shortcut. You spot the goal and the being charged up on it blows. There's others left but its not their main area of charge so you go on to the next step.

Running a wrong goal is not much of a problem. To some degree, everyone has charge on all 64 of these goals. So it doesn't give you out list phenomena. But sometimes you will get someone objecting because he wants to run a different goal and your trying to run a being that blew already. If someone is spotting a goal, others usually ride along in an interested manner even if its not the one they want to run.

You do have to watch out for overrun. Handle by having them spot the moment of relief and acknowledge it (or use a full rehab procedure, but its rarely needed).

Sometimes you will suddenly find the whole mess blowing apart into a cloud of individuals. Simply sit there and acknowledge and handle partial blows if needed. Sometimes you simply need to take a break at a point like this and give them a chance to sort out and take off or whatever. Then check back in a while to see if some need more handling or whether there's still a remnant of the machine to be run.

Also watch for replacements as mentioned earlier. You can also have simple copying going on.

Ordinary Nots phenomena can also apply. You can have one machine trying to hold on to another or hiding another. Sometimes there is a repair machine that tries to keep the machine your running in place or copies it when it leaves.

MASS CLEARING FOR LARGE TEMPLATES FULL OF MACHINES.

Sometimes you get back to a big interconnected mess of PMEs. Blowing one out is hard because the others try to keep it there. Also, there can be so many that single handling just takes too long.

The following will blow off many (but not all). It tends to clean up an area. It is based on the fact that many will ride along with interest while a being is spotting a penalty universe. Given a large collection of PMEs, there will at least be a few who can run any particular goal.

So do a broad attention span and run the entire composite on the set of penalty universes. Generally you can start from create and go through the list of goals in order. You do this like step 8 above. The goal and each spotting step should read. Quite a few should blow on each goal. At some point, they will all get the pattern of the penalty universes, i.e. all the goals were screwed up the same way and you'll get a big release on the ones whose goals haven't been run. Don't continue running the goals past this point (if you do, you may have to clean up lots of overrun individuals). If a goal doesn't read, suspect that this release point has just happened.

Then do step 9 above (agreements universe) to handle anything remaining. Acknowledge individuals if needed and then take a break.

Although this will cause many to blow and tend to clean up a template, there will still be many who were not up to running on the mass clearing. Since they are generally halfway there, sometimes you can just blow them by inspection or with Who Are You (me). The usual technique would be to use the machine handling short version (below) on them (even if your still using the long version in general) because they've already been loosened up.

MACHINE HANDLING - SHORT VERSION

Here we are counting on your ability to grant them so much beingness and lifting them up to spotting the items with so much certainty that most of the steps can be bypassed. If necessary, you can use an action from the long version if it seems to indicate.

This is the preferred process and should be used whenever possible. Its short and easy enough that it can be used out of session once your perceptions are up to it. Early on, this is important for assists so that you can handle something even if you can't get to a meter right away. Further down the line, it gives you a trick for taking apart theta traps even if you don't have a body and E-meter handy.

This process is a developed skill and you have to work up to it on a gradient. You should get a read on each step and see things coming apart and blowing.

1. Locate the machine (it will read on machine or PME).

2. Have it Spot Being Made Into A Machine.

It should loosen up significantly on this step (maybe not quite as much as on step 4 of the long version). If necessary you can date this or even shift into anything on steps 2 to 4 of the long version. But really you can always do it with a simple spotting action if you endow enough life to barrel them past the out-int and past their flinch on the time and location of the incident.

3. Have them spot the first time they were made into a machine.

This is the same as step 5 of the long version. But in the long version, you can get away with a shabby step 5 and still carry them through with steps 6 onwards. In this case step 5 must be well done so they really blow the charge.

4. Have them spot making others into machines.

5. Have them spot being tricked into thinking that machines were necessary.

I didn't have steps 4 and 5 originally and that made it difficult to do step 6 below. Once I finally added these two steps, most of them began blowing on step 5 and the remainder generally left on a simple who are you. After that it never seemed necessary to go on to step 7, but I'm including it here in case it is necessary when you are first getting started.

6. Ask them Who Are You (getting the Me answer)

At first I was running the long form steps 7 and 8 here getting them to run the penalty universes. This requires assessment and is too long. You can still do it here if it seems necessary. I kept trying to simply have them run the agreements universe, but it didn't usually work until I hit on asking Who Are You first to restore some more life to them. This gets them up to doing it. Sometimes they even blow on this step, but not often (that changed when I added steps 4 and 5 above, now they blow easily on this step). Usually they are still a bit in shell shock from being a machine for so long and feel they need something to beef themselves up a bit (so they wouldn't get caught again) before taking off.

7. Run the agreements universe.

Spot rushing to get into agreement. Spot going through the inverted triangle (golden). Spot the first line "To Agree is Native State" Look earlier and spot when you decided to agree. If needed, ask Who Are You (get a "Me" answer)

This is the same as step 9 of the long version.

This short version runs very quickly. It can be done in a minute or two with spectacular results. As in all machine handling, watch for replacements and work back to the original if it occurs.

TROUBLESOME MACHINERY

You can handle any type of machine on an assist basis. But you shouldn't get into a major project to handle other kinds of machinery until these troublesome ones are knocked out.

1. Viruses

Unlike most machinery, these are semi-mobile and only attach to the body on a temporary basis. They replicate themselves endlessly and you have to work hard to get back to the original. Unlike germs, these are not true living organisms. The scientists consider them to be a weird sort of half life. The pictures of viruses under electron microscopes look like little machine cores.

At this time I'm not certain if germs will run as easily (since they are real life forms with a cellular structure) but its worth a try.

A nice idea would be to eradicate a specific viral disease from the planet by completely unmocking its base template. But this may be wishful thinking. Once people are holding a disease to make themselves right or whatever, they're liable to simply copy it and reactivate it.

2. Wraiths

In folklore, a wraith is an energy draining spirit. I've borrowed the term to describe a PME that does this. As is the case with Viruses, quite a few of these were set loose on Earth in the last few thousand years or so. They are semi-mobile and do not permanently attach themselves to an individual. But normally once they get in a body, they stay with it until it dies.

The wraith is a sort of energy drain. They make one tired and weak. Possibly the fast aging that occurs on Earth is due to them. As you get older the body is gradually accumulating more of them. Eventually there are so many that there is no energy left to keep the body running properly. I think that you will find that you pick up a few of these each year. You can date the year when one went into the body quite easily. After the body dies I think they stay in long after the Thetan and GE leave and try to drain out the last dregs of energy. Then they exteriorize and go searching for another body to dive into.

If you are seeing BTs blow as little sparks of energy or dots of light occasionally (they don't always emit energy on blowing so you don't always see this even if you can), then an exterior wraith is very very visible. It looks like a single point source of energy (just like a BT) but it is very much brighter, almost dazzling. They may be shedding or otherwise expending the energy that they drained while they are searching for a new body. They always move in a zig-zag evasive pattern working in towards the body fairly rapidly (a few seconds to cross the room and dive in).

Once in the body, they pull in energy instead of emitting it and stop being so easily visible. When you try to contact them to run them, they tend to jump around in the body rather than staying in one place. But they usually only move around in a small area. Just get the idea of putting out an attention unit that will stay attached to them as they jump around and start auditing them. Usually they settle down as soon as you get them to do a command. They blow quite easily.

3. Disheartening Machinery.

These are mobile machines which put out thoughts of being lazy, apathetic, tired, disheartened, etc. Also discouraging thoughts like its all hopeless etc.

These are mobile machines which drift in and hang around for awhile and then wander off. Sometimes they go in the head, other times they stay outside. Sometimes they get stuck to other machinery your carrying around and then they can stay with you for many lifetimes. Unlike the wraiths, they are slow and nebulous. The apathy they mock up affects them too. If you are up to seeing BTs as sparks, these often look like vague colored spheres.

This stuff is mostly used against enemy populations during wars to reduce opposition. You may have old ones stuck to you from old wars on other planets as well as the current batch drifting around here on Earth.

4. Monitors

Monitor machinery was installed and attached to people to keep an eye on them. You've probably been dragging some of these around for quite awhile (maybe even as far back as the magic universe).

They try to stay hidden and watch you (they read on Monitors or Watchers). Often they are over the head or behind the back. Their job is to tattle on you when you do something you shouldn't. Many report to old police forces that are long gone and therefore are not really troublesome.

But some of them are spotters for the control machinery back in old invader installations etc. If you levitate an object or do some other spectacular verboten thing, they call the attention of these other guys who will then focus on you and try to block your abilities or key you in with an implant from a distance. If this happens, blow the remote machinery and also blow the monitor (or else he'll just get another remote machine pointed at you).

5. Protective Machines

There is also machinery which tries to block your handling machinery or hides machinery or otherwise interferes with your auditing of machinery. There is also repair machinery which tries to put machines back when you blow them. Sometimes you handle a machine and it starts coming apart and then another machine stops them from blowing. These all handle fairly easily once you spot them.

There are also implants which tell you that you shouldn't blow machinery (especially machinery installed by the police) and stir up your own overts of installing machinery in others to control them. You should be able to blow this on inspection.

Going a step further, there are also the cases where you contributed a piece of yourself to a machine installed in someone else. This may have been forced by an implant or you may have been convinced that it was your civic duty or contributed it as the price of a spell you wanted to work as a magician or whatever. You can often blow this by inspection or assess for the penalty universe underlying the splitter implant and spot the native state item from the split viewpoint. General handling of split viewpoints is a separate rundown. But if you find a certain kind of machine very hard to handle, find where your doing it to someone else and blow that.

MORE ON RUNNING MACHINES

Assessing the penalty universes can be hard if you have charge on them. Its best to concentrate on running penalty universes before doing too much machine handling.

Also, the penalty universes are a more intimate portion of your real case than machinery added ontop of you. Probably you should just handle the troublesome machinery and then leave the rest until much later in auditing unless some part of it really draws your attention.

Machinery can blow without FNing. If your pulling something out of a big complex mass, that's enough to suppress an FN. Also, fooling around with lists of halfway run penalty universes etc. can suppress an FN. Also, its often not your personal case anyway. So don't make a big deal about FNing these as they blow.

But you should have clean reads and a reasonably clean needle.

If a lot of machinery is in restim, it can drive the TA up. If this is the case, the TA comes down into range very easily as you blow off a few (and the meter reads fairly well as you run them). If its not coming down, see if you've overrun a bunch of them (especially if you did mass clearing on a bunch in the previous session) or check other reasons for high TA.

There's lots and lots of machinery of various types. Some of it you even bought and paid for. Some of it is attached to you and some to the GE and some of it IS the body mockup.

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4. CONTROL ENTITIES

June 28, 1990

Control Entities (CEs) are active, semi-aware intelligent beings implanted to keep one jailed or under control. They do not respond to machine (PME) type handling at all (they object to being considered machinery) and are very difficult to handle with ordinary Nots techniques (I was only rarely able to blow any of these before developing this rundown). They are usually set up as "Jailers" or blocking perceptions or keeping you from thinking or knowing about certain things etc. They answer up as being "Smart, honest, able individuals doing their duty for society".

They generally come from police implants. Here the "honest citizen doing his duty" is implanted with false data and made to split off a piece of himself which is then implanted into a "criminal" to keep him jailed and under control. The "Jail" is the body and these guys are supposed to keep you in the body. Usually you find them in one or another of the various levels of astral body (i.e., you have to shift up in vibration band and move a bit sideways in a non-physical 4th dimensional direction). This has apparently been in use for a long time and the practice goes as far back as the Thought universe. You will find them in the "thought" level body keeping you in the "spirit (conflicts universe) body and in the spirit body keeping you in the low level astral body (magic universe) and in the low level astral body keeping you in the physical body etc.

Usually they are implanted to keep you or themselves from questioning the state or police methods or from finding out about the real nature of reality or higher universes etc. Generally they did not seem interested in keeping one from doing criminal things. Apparently one was being sentenced to a lower universe (?) or lower plane of existence and the "police" didn't care if you acted as a criminal as long as you didn't escape and come back to plague them. The bit about being loyal to the state and not questioning police methods was probably aimed mainly at the CEs themselves so that they wouldn't cognite and blow.

They key point is that these CEs consider that they are blocking you for good reasons and will not generally blow or get out of your way until you get them to spot that they were implanted with false data. They are much more awake and active than the usual BT. They are not generally malicious. They act like mis-guided ethics officers acting on wrong data. Often the blows are very spectacular with visible clouds of blue fire and jumps in one's vision (your view of the physical universe will hop up and down for a moment without your eyes moving).

You will find these installed in earlier universes to keep one down in lower universes. You will also find them installed in higher planes of this universe to keep one down in lower planes etc. A very active source of these seems to be an astral plane organization known as "Control Central" which is very busy at making CEs and PMEs.

The usual instructions for these CEs are to make one obey the "physical universe laws" of the lower universe or plane to which the victim is being sentenced. Sometimes the victim has the connotation of being a criminal but other times it is somebody who has earned the privilege of going to a lower plane (i.e., he's being permitted to re-incarnate after being judged) and the CEs are being installed to make sure he follows the rules.

There is also an army/invader type variation on this. In this version, the members of a fighting team (platoon or whatever) are all split and cross implanted into each other to inspire "courage, loyalty, trustworthiness, and to make sure everyone obeys orders". Since each soldier depends on the others staying brave etc. during the fight, they are quite easily convinced that the implant is necessary and beneficial.

There are probably many other variations of group members being cross-implanted into each other. I suppose a big league sales team could even do this to make sure that everyone pushes the product hard. But these kind of CEs should blow very easily (and many probably went on Nots or whatever) because (unlike the police kind discussed above) they do not have a PT why for remaining in place. If necessary, this rundown should handle them as well since the keynote of this is always splitting for some purpose and being implanted with false data and/or a false purpose.

In some cases, you will find that the CE split was allowed in exchange for something. Someone might go to a wizard and trade a piece of his soul to pay for some favor. I.E., he splits off a CE which the wizard (or whatever) will then program up and use against someone.

Sometimes you might have to have the CE you're running spot the overt flow of making others into CEs or implanting others with false data.

You should also spot times when you did these overts as well.

Besides running out CEs that you find impinging on you, you should also run out splits of yourself where you are being a CE on someone else. You can spot where you were made to split and then spot the false data implanted into the split off piece of yourself (this false data pushes you into the split viewpoint out of agreement with you in your normal viewpoint and keeps you divided). But when you run one of these, you will generally find that there are a number of beings meshed together with the same false data implant etc. Your piece is only part of a small cluster with the false data implant being the cluster forming incident. The easiest way to run this is to spot yourself being part of a CE somewhere and then just do the full CE rundown (below) as if you were running somebody else. Your piece will come free and the others will blow. Often you feel freed on the first command or two but you carry on to completion to handle the others. This avoids the problems of cross-copying etc. that might otherwise develop.

I worked this out and ran it long before I found the "Point to" processes which I have added as step 5 below. Hopefully, this upgraded version will make the rundown much easier.

CONTROL ENTITY RUNDOWN

1. SPOT BEING MADE INTO A CE.

2. ask "MADE TO SPLIT TO SAVE SOCIETY?" if no read, then ask "Made to split to gain something?" if no read, then ask "Made to split to serve a higher purpose?"

3. SPOT BEING IMPLANTED WITH FALSE DATA. (if incorrect, then use "Spot being implanted with a false purpose". If still no joy (not reading etc.), then use flow 2, "spot implanting others with false data" or making others into CEs.).

4. SPOT THE FIRST TIME YOU WERE IMPLANTED WITH FALSE DATA. (if necessary, steer the CEs attention toward the false jewel of knowledge in the motions universe since this is usually the basic on false data).

5. POINT TO THE BEING YOU DIVIDED FROM.

6. WHO ARE YOU? (me).

7. If you were running a penalty universe when the CE turned up, and the CE is still around, have him spot the native state item at the top of the penalty universe.

8. If more handling is needed (i.e., the CE has freed up a bit but is waiting for something more to be done), then run the top of the agreements universe (rushing into agreement, triangle, To AGREE IS NATIVE STATE, spot your decision to agree before that).

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