Reach and Withdraw
HCOB 28 February 1959 "Analysis of Cases" 
PAB No. 7 "Six Steps to Better Beingness" 

Tape: 6307C12 "Comm Cycles in Auditing" 

The Phoenix Lectures 

Reach and Withdraw is a very simple, but extremely powerful, method of
getting a person familiarized and in communication with things so that he
can be more at cause over and in control of them. 
One would not expect a person to be at cause over and to have much control
or understand of or skill in something with which he was not familiar. The
keynote of familiarity is communication. 

Reaching and withdrawing are two very fundamental actions in this universe
and Reach and Withdraw is actually a breakthrough from advanced technology. 

Life itself is composed of reaching and withdrawing. 

Communication is actually based on Reach and Withdraw. 

A person is out of communication with something because he is withdrawing
from it and is not about to reach out to or contact any part of it. 

If a person cannot Reach and Withdraw from a thing, he will be the effect
of that thing. A person who cannot Reach and Withdraw has no space.
Everything is caved in on him. And this is awfully true in these druggy
contemporary times. 

If a person can reach for something and withdraw from it, he could be said
to be in communication with that thing. 

To be in communication with something is to be cause over it. 

By REACH, we mean touching or taking hold of. It is defined as "to get to",
"come to", and or "arrive at". 

By WITHDRAW, we mean "move back from", "let go". 

Reach and Withdarw has been developed to bring a person into communication
with and more at cause over objects, people, spaces, boundaries, and

It also extroverts a person from something he tends to be introverted into. 

Reach and Withdraw has a variety of different uses. It can be run as a
drill on a student, staff member, or any person in order to familiarize him
with the objects and spaces and boundaries of his work or study area. 
It is also used in session, as in Assists, etc. 

Reach and Withdraw is a very broad tool and whether used on a staff member,
student, or viewer, will have far reaching effects. It is very easy to run. 

Anyone can run Reach and Withdraw who understands the theory and procedure. 

In Reach and Withdraw, you are doing connection with associative
And associative restimulator is something in the environment of an
individual that he has confused with an actual restimulator. 

Restimulators are the direct approximations (in the environment of the
individual) of the content of engrams. They can be words, voices, tones,
people, objects, spaces, etc. 

The person has confused the objects, forms, and spaces in his environment
with those incidents in his past. 

A=A=A enters in and you get a whole dangerous environment to the
individual. Some areas are more restimulative than others, because they
contain objects which directly restimulate past engrams. 

When a person runs Reach and Withdraw on his space or area, he knows
nothing about the associative restimulators in that area. The whole place
is not restimulative to his past. It might just be the desk. Or it might be
the air vent. 

You don't know what it is and he doesn't know what it is, but you'll get it
and you'll run Reach and Withdraw on it and when you hit it, that thing
will cease to be an associative restimulator or restimulator and he'll have
a realization. 

In other words, the objects, forms, and spaces of earlier incidents go back
into the past and those in the present cease to be restimulators and he
comes into present time, boom! 

When you run Reach and Withdraw on a pilot, making him Reach and Withdraw
from an airplane and its various parts, you're getting rid of all the
joysticks that went into his stomach 200,000 years ago and the propeller
that cut his head off on Arcturus and all that sort of thing. These things
get peeled off and actually go into the past and cease to trouble the
person when he perceives a similar object, form, or space in the present.