Reach and Withdraw on MEST Locations 

References
HCOB 7 May 1980 "Reach and Withdraw on MEST Locations" 

Description
Once the being has gotten into communication with his environment, his
reach and confront is them raised in this step. Three areas are covered --
the outdoor environment, the individual's personal living area and MEST,
and his work space. 

Commands
The words "reach" and "withdraw" are defined for the person using the
definitions in the Overview. 
Do Reach and Withdraw on the following: 

A. The outdoor environment. 

B. The person's personal living area and belongings. 

C. The person's working area.


The commands for Reach and Withdraw are: 


"Reach that ______." 
"Withdraw from that ______." 
The following commands may be substituted if the wording is more
appropriate to the particular person, place or thing being addressed: 

"Touch that ______." 
"Let go of that ______." 
A person, place or thing is named in the blank and the commands are given
alternately (1,2, 1,2, 1,2, and so on) repetitively, with an
acknowledgement given after the execution of each command. 
It is done on that one thing until the person has a minor win or three
consecutive sets of commands with no change in the person's motions or
attitude. Then another person, place or thing is chosen and the commands
are taken to a win on that item, and so on. 

The person running Reach and Withdraw on another always points to the
object or person, space, etc. each time she gives a command so there will
be no mistake made by the person doing it. 

When being run as a drill on work on study areas, different items are
chosen and the action is done on each one until the person is in good
communication with his general environment or specific area that is being
addressed. In choosing objects, one usually progresses from the smaller to
the larger objects available, touching different part of each one in turn
to a minor win of some sort on that object or three sets of commands with
no change. One can also include walls, floors, and other parts of the
environment. 

One doesn't keep the person reaching and withdrawing endlessly from the
same part of anything that is being used but goes to different points and
parts of an object being touched. If you keep him reaching for the same
point on an object or just the general object time after time, you are
actually running a duplication process, not Reach and Withdraw. Reach and
Withdraw is not to be confused with Op Pro by Dup. 

The person would be taken to a win or three sets of command with no change
on that one object or space (not on each different part of it that he is
reaching and withdrawing from). 

The reason why we have to have the three sets of command with no change
rule is that the person is not on a biomonitoring device and we have to
depend on the person running the action to know when she hits a no-change.
The object being used at the moment may not be of interest to the person or
he may have no aberration on it. Yet he is working right there next to
something that is extremely restimulative to him and his attention keeps
being pulled onto it. So he can actually be quite distracted if Reach and
Withdraw isn't run on the three sets of commands of no change rule. It also
prevents an endless grind on Reach and Withdraw. 

So when the person has a minor win or does three sets of commands with no
change, go onto the next object or space. 

The processor walks around with the person, ensuring that he actually does
get in physical contact with the points or areas of objects, spaces, and
boundaries. 

We used to run Reach and Withdraw on ship stewards by having them walk into
the dining room and walk out of the dining room over and over. This is used
when you're running the processes on a room or space rather than an object.
Of course, we also ran them on the other objects connected with their duties. 



End Point
The end point of Reach and Withdraw is a win or realization on the whole
area being addressed. 
Reach and Withdraw would not be run past a major win on the area. The
person should have very good indicators. 


Cautions
Obviously, anyone running Reach and Withdraw must stay in excellent
communication with and be aware of the person he is running it on, so as
not to miss a win or three sets of no-change commands. The person might not
voice the win if he isn't in sufficient communication with the person doing
the action on him. One must take care not to overrun a person on Reach and
Withdraw. 
Sometimes the person doing the action will try to take over control of the
action and choose what he will be run on and for how long. This is an
indicator that the person running it is not controlling him well enough.

Some people like to touch and feel the thing when they reach for it, not
just give it a light tap. One must be alert to this and not prematurely
acknowledge as it may cause an upset. 

Overrunning this action will cause difficulty. This has been a problem
particularly when the person is supposed to run Reach and Withdraw on a
series of items. The person may hit the end point of the whole action on
the second item, yet it is continued to be run on others items past the end
point. One runs to the stated end point and that's the end of it. Going
rote will plow the person in. When he's had his win and is brightly in
present time and feels good about the environment, end off.

Grogginess and anaten may turn on, but actually this is perfect fine and
the person would simply be continued on the action and he'll come out of it.