SUPER SCIO #6B

                DIVIDE AND CONQUER - Continued


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
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                   5. THOUGHT POOLS

2 Dec 90

Thought Pool:  A location containing thoughts and ideas and 
sometimes pictures into which a being may extend his awareness 
to experience what has been placed therein.  

A pool might be created by an individual or a group.  It is then 
made to persist so that it can be viewed.  In some cases, the pool 
is meant to be contributed to (with additional creations) by 
subsequent viewers.

Thought pools were very popular in the home universe era.  
There were entertaining ones which were like combination of a 
museum and a poem and ideas all at once in a structure 
perceived by permeation.  Often they were non-linear and you 
would slide around between pictures/mockups (in contrast with a 
story universe where the sequence is meant to be linear).

There is also a special kind of thought pool which is dynamic in 
nature.  These act as communication relay points or cross copy 
relays which are used to enable a group of beings who are 
playing together to stay aligned to the same mockups.  In this 
case, the beings generally leave a portion of themselves within 
the pool.  For example, 5 thetans want to play basketball.  They 
need to agree on the court and the ball and their bodies (so they 
don't accidentally slide through each other) etc.  Now if one 
player throws the ball, all the others have to know that and keep 
their mockups in the same position or else there might be 5 
different balls each going their own way.  So they setup a pool 
and each places a portion of themselves into it while playing.  
These portions are in physical telepathic contact and cross copy 
the ball's location etc. so that all will agree on it.  In this case, the 
beings playing would choose to not-know the data that they 
know within the pool (in the pool they have to know where 
every molecule is to keep the playing field mocked up) to make 
the game more interesting (i.e., they might not see where the ball 
is etc.).

In the home universe matrix, one would push into or pull out of 
these dynamic pools very freely.  among other things, these 
would be part of the entry point to the various individual 
universes and one would push a bit of oneself in to them to pick 
up the cross-copy that kept the universe mocked up.  Later on 
the track, pools that are used to keep universes mocked up 
became much more compulsive.  The central hubs of the 
universe machines that keep this universe in place (through a 
perpetual cross-copy) are dynamic thought pools, but they are 
enmeshed in a much more complicated structure to keep them 
protected etc. so that people don't fool with them or just pull out 
of this universe very easily.

Pools which hold one in agreement and cross-copy are not 
inherently abberative, but they become so when one is in them 

The really troublesome pools are somatic pools which include 
pains, sensations, emotions, and attitudes.  At basic, this is where 
somatics come from.  Let's say that you bang your fist on the 
wall.  You are just moving a mockup against another mockup.  
The body mockup is generated by machinery (generally PMEs 
although you can also put a body there with purely mocked up 
machinery or even just mock up a body directly).  The 
machinery is programmed to reach back to the appropriate pool 
to bring up the feeling of banging on the wall.  

If the body machinery or template is based on PMEs or is at all 
infested with BTs, then you have beings present who can go out 
of PT and remain connected to the pool even after you stop 
banging the wall.  Or they can be restimulated into thinking that 
you are banging on the wall when your not, as is specified in the
Dianetic A=A logic.  This results in the psychosomatic pains (as 
opposed to the PT somatic of feeling it when it really is 
happening).  Running an incident Dianetically pulls them up to 
PT and causes them to disconnect from the pool.  Blowing the 
BT or PME (or whatever) can also turn off the somatic by 
removing the being who is holding the connection.  Note that you
can't get sensations from these pools unless you also have a
piece of yourself in them because at basic its always you
mocking it up.

You can also knock out a somatic by disconnecting the line to the 
pool.  But note that once the entities in the body connect to the 
pool, then entities in the pool also connect back to the body, so 
these connections are not easy to dissolve.  Furthermore, at a 
deep level, you do not want to lose out on feeling things, so you 
wouldn't completely unmock your connections to these things.  
But you can temporarily suspend the connections at will when 
the sensations are not desired.  Removing the pool connection is 
senior to most other handlings in that it can undo PT somatics as well 
as psychosomatic.

The emotional basic incident set up emotional clouds which are 
basically pools for each emotion.

There are "reality mirrors" which are basically cross copy pools.  
They are generally formed by implants.  There are some that 
were setup before incident 2 that use items like "it is not 
safe to look" and "everything is in you and you cannot look at 
yourself so you must see yourself in a mirror".  These reality 
mirrors are things you look into instead of looking directly at 
reality.  It is pretty hard to manipulate MEST universe stuff if your 
seeing a reflection of it and trying to levitate the reflection (like 
trying to levitate something that is on a TV screen image rather 
than the object itself, if you could get a beam on it, you would 
only move the entire TV set).

There are abberative pools such as the Pools of suffering used 
in the Magic and Motions universes.  These were build based on 
some absurd ideas that everyone had to suffer but you could 
have someone else suffer for you.  The "Gods" that were around 
in those days were pretty abberated and miserable but still had 
considerable power.  Magicians would hook up with these "gods" 
and would get favors in exchange for doing some suffering for 
the god (who would think that this would make him feel better).  
Each magician would have a quota.  Instead of doing it 
themselves, they in turn would gather apprentices and have them 
do the suffering for the god (and a bit for the magicians too since 
they also believed this garbage).  They would set up a pool of 
suffering and each apprentice would have to put a piece of 
himself in it to suffer on behalf of the god etc.

There are many other abberative pools as well.  There are also 
implants which make beings serve in these pools or put pieces of 
themselves in these pools.  You'll probably find that you have 
quite a few pieces of yourself stuck in various pools as well as 
having impingement of various sorts come in from connections to 
pools.  You'll want to run all this out as well as become causative 
about your connections to universe cross-copy pools and somatic 

Techniques for handling pools:

1. Spot the formation of the pool.
If needed, you can spot which universe it was formed in.  Also 
spot the common somatic of the pool (if there is one) or what the 
pool does.

2. If a somatic turns on, then check for defenders who are 
protecting the pool and handle (see below).

3. Handle the entities (generally PMEs) who are holding the pool 
together (see below).  Note that often they will only loosen up 
on being handled and wouldn't blow until the pool comes apart.

4. Then check if there is a more basic pool underlying the 
current one and handle the same way.

If necessary, you can handle other beings in the pool as well, 
but usually it will all come apart once you've handled all the 
ones that are holding the basic pool together.

Pool entities can be handled as follows (other PME techniques 
sometimes also work and might even be needed occasionally. 
Sometimes defenders might need to be handled with CE 

a) Spot being put into the pool.
b) Spot the first time you were made to serve in a pool.
 (remaining steps only if necessary)
c) spot making others serve in a pool.
d) Spot others making others serve in a pool.
e) point to the being you divided from.
f) If not yet blow, then ask who are you.
(if necessary, spot To Create is Native State or spot building the 
agreements universe).

I ran this without step e above because I hadn't figured out the
point to process at that time.  This improved version should
be faster and easier.

Note, often the first time they served in a pool was in the games 
universe.  Often, this first pool is a sort of universe machine with 
"To create effects ..." type items.  Although there are earlier 
pools (including the group postulation of the penalty universes), 
this is the first time that beings were implanted to fully split and
have the split pieces pushed into the pools (rather than simply 
extending a bit of your beingness into a pool temporarily).

Once the pool comes apart, you may see lots of beings zipping 
around.  Give them a little time to blow before running 
something else.  Also, you can give them acknowledgments.  If 
any beings hang, use "who are you" on them.  Also check for 

Often you handle a pool and it comes apart even though there is 
a more basic pool.  In this case, the more basic one might start 
sending in replacements.  So if the pool seems to show up again 
or somatics persist etc., check if the is a more basic pool 
replacing the one that blew.

Historical note: In the HCL lectures, Ron mentions that there 
were nice thought pools around in Home Universe.  Aside from 
this, I know of no references or definitions in his materials.


               6. SPIRAL DECAY AND DEATH

In History of Man and the tapes of 1952, Ron discusses the thetan
living in "spirals", going through stages of being a "young" and
then an "old" thetan and then dying and then beginning a new spiral.
This usage of "spiral" came from the idea that the thetan was on
a declining spiral and each of these young to old periods represented
one turn around the spiral.

These turns around the spiral appear to be the lifespan of a theta
body which the thetan has his energy, machinery, pictures, etc. 
wrapped up in.  To the best that I can determine, there are a
number of layers of these things and they to some degree mimic the
later series of universes that we have come through.  In metaphysics
they also have some idea of levels of spiritual bodies with the
astral body being the lowest.

Of special significance is the "energy" or "theta" body which goes
back to what I refer to as the "thought" or "theta" universe which
is 3 universes back.  This is where the person thought that he was
an energy production unit and this theta body is a simple cloud or
sphere characterized by having an energy level and an energy 
production capability.  At that time, the thetan believed himself
to be one of the "thought" people in conflict with the meat body
people who were breaking out of the conflicts universe and invading.
This body type has much of his identity and also his energy
production capability tied up with it.  And because it is in
agreement with energy, it slowly decays (grows old).

But it was not actually a pure energy body because energy (at least 
on the later track) requires particles in motion.  The actual structure
was more like a cloud of golden specs constantly dancing around,
and as it ages, these specs slow down and eventually collapse into
a condensed point of mass.  The thetan's idea when this happens is
that he is dead and it ends up as some sort of theta gravesite,
usually out in deep space somewhere or at the bottom of a trap.
Of course its boring being dead, so he projects out a bit of himself
which picks up another theta body, but deep down, he still thinks
he's dead and just dreaming about a new life until the new one gets
so distracting that he forgets about being dead.  But even with this,
only his awareness has moved on, he still leaves part of himself and
a good bit of his stuff behind in the dead theta body.

Now most of this is pretty speculative, and there's lots of work yet
to be done on the subject of processing these theta bodies, but I
have found one thing that I am quite confident of, and which is 
extremely beneficial and workable.  And that is to find these
points of spiral death and blow entities and split pieces of yourself 
out of those locations.

And that is actually a good technique for any level of dead body
including the meat body.  Blowing BTs out of the grave in France
where I was buried last lifetime significantly opened up my recall of
that lifetime.


                   7. ARSLYCUS

3 June 1991

Arslycus was a vast and troublesome city in space.  Almost anyone 
who was in this galaxy a few hundred million years ago has had 
some involvement with it.

LRH References:
HCL-22 5203Cxx How to audit a theta line
HCL-27 5203Cxx How to search for incidents on the track
PDC-(one of the early lectures, I forget which one)
Individual Track Map ( old tech Vol 1 p 238) uses arslycus as an example.

There is only a small amount of LRH data on this.  I believe that 
the date of 1 trillion years ago + given in the track map example 
is incorrect.


1. General Information

Arslycus implanted people to make slaves.  They used false track 
implants, between lives implants, and body in pawn mechanisms.  

They stripped the entire population from both this and the next 
inward spiral arm of the galaxy.  That's probably around 500,000 
inhabited planets.  Eventually they bumped into the borders of the 
Galactic Empire which is in towards the central core of the Galaxy 
and were finally destroyed.

(Note: at some point, the Galactic Empire was subverted or converted
by Hellatrobus, at least for awhile, and might then be termed the
Hellatrobian Galactic Empire.  Their symbol was the cross.  I'm
still having trouble sorting all this out.  It might have been the
war with Arslycus that allowed Hellatrobus to gain power in the
Galactic Empire, because Arslycus and Hellatrobus were long term
enemies.  Hellatrobus used implants to make people good.  Arslycus
used implants to make slaves.  The early Galactic Empire was
against using implants until Hellatrobus got their claws into them).

Normal planets are inhabited only on their surface.  This is really 
a 2 dimensional area with only slight use of height etc.  A space 
city with total artificial control of gravity and energies is capable 
of building in 3 dimensions.

If you imagine the Earth spread out flat, and then additional earths 
each supported a few hundred feet apart to a height of 8000 miles 
(the diameter of the earth), you will see that a space city hardly 
larger than the earth could have almost a quarter of a million times 
the surface area of our planet.

Arslycus was actually much larger than this, being closer to the size 
of the sun rather than the Earth.  These tiny space empires of a few 
hundred planets like Marcab or Espinol or the old Galactic Confederacy 
could have their entire populations placed in a corner of a single 
level of Arslycus.  And Arslycus had many thousands of levels.

There was a great deal of space within the city.  There were endless 
little flat planes covered with blocks of suburban homes and skyscrapers 
hanging at various angles in the air and roads in the sky tying these 
all together.  Light came from some sort of energized glowing white 
clouds and the sky was blue with air everywhere.  They had full 
control of artificial gravity.  You might look across at another 
building hanging in the air and the people in it might be upside-down 
relative to you.  If you got a short distance away from any of the 
buildings or surfaces (parks etc.), you were weightless and could 
swim in the air (or rent wings to flap with etc.).

At the time it was started, around 626 million years ago, it was 
probably a nice place, but it became very degraded.

At the center, they had a captive black hole, probably formed by 
imploding a large star, which provided the power to run all of this.

The society eventually became an oppressive cast system, like India.  
They were crazy on the subject of expansion because that let the older 
low cast workers move up as new people were brought into the system.  
Early on you will find planets invited to join and big time politicians 
making deals to get high ranking positions for themselves from 
bringing people in.  Later on it wasn't so easy to get recruits and 
Arslycus began sending space fleets against planets to capture 
their entire populations and make slaves of them.

Arslycus was located in the gap between our spiral arm and the next 
spiral arm inward towards the center of the galaxy.  Astronomy books 
call these the Orion arm and the Sagittarius arm respectively since 
your looking down the length of the arm that we are in when you look 
towards Orion and you are looking towards the next arm inward (and 
galactic center beyond it) when you look towards Sagittarius.

Since everyone in Arslycus was on a conscious and controlled 
reincarnation (picking up adult vat grown bodies whenever they were 
reborn), there were no new souls being born into the system.  
They tried handling this by levying a slave tax and making people 
divide themselves to produce a slave being (as was done in the 
magic kingdom of Giliad which is an earlier similar on this kind of 
society) but this was not successful and led to a revolt and the 
practice was stopped.  So the population could increase only by 
bringing in thetans from outside.

Over the course of many millions of years, Arslycus raided both 
the Orion and Sagittarius spiral arms for slaves.  Eventually they 
captured everybody from the edge of the galaxy inward to the edge 
of the Galactic core in this quadrant of the galaxy (it was impractical 
to take over the opposite side of the galaxy although some expeditions 
were probably made in that area).

At the core, they ran into the Galactic Empire.  This is an ancient 
civilization with vast numbers of planets (hundreds of thousands).  
Stars are much closer together in the hub of the galaxy and so the 
comm lines are short enough to allow for a very big society.  This 
is also referred to as the Galactic Confederation (not the same as 
the Galactic confederacy of Incident 2) since it protects a large 
number of backwater planets and small empires that are not really 
part of the empire but are its allies (forming a sort of 
confederation, much like the British Commonwealth).

Unlike the small Galactic rim empires, the Galactic Empire was large 
enough to match the population and resources of Arslycus.  Although 
Arslycus had immensely shorter internal comm lines and a tiny 
defensive perimeter, its population was too heavily implanted 
and apathetic to fight an evenly matched war so that after a few 
major battles, Arslycus gave up on any direct attempts to raid 
the Empire.

So Arslycus became covert.  One practice was to launch slave 
raids against backwater planets that could not defend themselves.  
They would snatch all the people they could and then flee from 
empire fleets which would arrive and chase them back to the 
heavily defended outer perimeter of Arslycus.

Another ploy was to setup traps to capture empire ships.  These 
were like black rifts in space.  Ships would disappear into them, 
be vaporized, and the thetans shipped off to Arslycus.  For a 
long time, the empire thought that this was some natural phenomena 
and was all concerned about what they thought were some kind of 
space warps that were appearing and grabbing ships.  Yet another 
practice was to seed between lives pickup mechanisms into the skies 
above empire planets.  These were telepathic projections of things 
like heavenly gates etc.  They were a sort of shallow imitation of 
the Helatrobus operation.  Between lives souls would get suckered into 
these and be whisked away to Arslycus.

Arslycus put vast amounts of effort into researching earlier track 
implants for the purposes of getting more and more slaves.  It was 
the true home of the Brainwashing Psychs by which I mean the people 
who research the mind for the purpose of control rather than freedom.  
It was a very respected high cast position there.

Eventually the empire got so fed up that it committed all of its 
resources to the destruction of Arslycus.  Even so, it could not 
wipe out the Arslycian space fleet or do more than minor damage 
to the city.  Among other defenses, there were endless robot 
controlled "space ships" that were just big frames of girders 
(like a skyscraper under construction) that could project rays and 
energy fields and protect the city.

But the black hole was a weak spot.  Dead planets were collected in 
quantity and empire OTs (this is the society that operated on a 
limited OT basis) drove planet after planet into the hole so that it 
gained too much mass too quickly.  This made the black hold unstable 
and the Arslycian technicians lost control of it.

The city's power sources blew and the artificial gravity went wild.  
It all pulled apart and everyone there fell through the sky.

The city might have fallen about 226 million years ago (?).


2. The Guilt Implant

This incident is used on people when they are first captured by Arslycus 
and to subdue them again when necessary (i.e., if someone is caught escaping).  
You can assess for the number of times it was done (I got 43 times).  Spot 
and date the first time.

This incident is a combination of false track and misdating of your own 
pictures.  They badger you for overts and get you to put a picture of one 
of your overts up on a thought sensitive screen.  This is supposed to be 
a therapy.  Later they show you the picture with a wrong date and make 
you wrong for having done the overt.

This interrogation of the individual to get his overts and put them up 
on a screen seems to be chronic in the later days of Arslycus.  They 
kept the pictures on file and used them against you later.  There are 
many minor incidents of this sort but the big one is the Guilt implant 
with its huge dose of false track.

As is usual with false track incidents, they give you lots of pictures 
of your arriving for the implant and departing from it to make it hard 
to spot the beginning and the end.

They say that they are going to show you a history of the universe.  
They show you arriving in the Mest universe in a doll body in a reception 
room full of angels.  There is a big window or picture on the wall which 
shows the galaxy.  They tell you this is what happened in the year zero 
and that it is 76 Trillion years ago (the correct date for the start of 
this universe is 86 trillion and the picture is pure fabrication).

These pictures are appearing on a screen with dates running along side 
of them.  As you look at them, you are hit with energy waves and Items 
come booming out from the walls with sharp electric shocks.

The picture sequence showing you your "existence" in this universe 
follows the penalty universe goals.

They say that these are your postulates.

The first one is "To Create".  The picture is some vague attempt to 
approximate the 1st penalty universe using doll body forms in this universe.

Note that arslycus didn't like doll bodies.  They were a pure meat body 
culture.  So all this false early track shows you as a doll body.

They say that then you failed to create and decided to destroy.

Now they badger you about "what did you destroy".  They make you find 
an incident and put the picture up on the screen.  They have some sort 
of electrical field which gives them the equivalent of a meter read 
and they use this to make sure that the incident is real.  Then they put 
a wrong date on this incident (to fit their false history of when you 
postulated "to destroy").

They go on to the next penalty universe goal (to mock up) and do the 
same thing with it.

All 64 penalty universe goals are done, with false pictures for the 
positive side, and the overts you dredged up given to you with a 
wrong date as the negative side of the goal.

Then they tell you what a louse you are and run through the misdated 
overt pictures again.  They tell you how you have to repent and 
make amends.  They tell you that you must agree to do 
penance for this by working almost as a slave for millions of years.

If you give up a small overt, they ridicule you and make fun of you 
as well as hitting you with beams until you give up a big overt.

This implant makes you feel guilty, propitiative, and teaches you 
that its safer to withhold your overts.  Badgering sec checks and 
any kind of ethics action on overts given up in session can key 
this implant in heavily.  And that really bars the road out because 
you do need to confront your overts to make it, it just doesn't work 
if its unsafe to do so.  Another liability of this implant is that 
if you spot it halfway, you can get the idea that all of these overts 
are false track, and they're not, they're just misdated and made 
solid by the implant.

After this implant, you're put to work.


3. The Arslycan Between Lives Implant

They get you attached to a segment of brain tissue or something like 
that which is kept in a jar.  This might be the brain of the first 
body you're given after the guilt implant above.  This is used to 
give you orders and call you back whenever you die.  Your regular 
bodies are vat grown to adulthood and you get one by going through 
this between lives area.

It's very much like Christian or Buddhist mythology.  You die and appear 
in the judgment hall.  There you are badgered for the overts you 
committed in your last life.  Again these are put up on a screen.

Their idea of overts consists of having done a sloppy job one day or 
of thinking bad thoughts about the government.  Almost anything a 
free being would want to do is an overt.  They pile a big ledger of 
these up against you.

Depending on your attitude etc. the Judge often just sentences 
you to another lifetime of work and tells you to be good.

If you were really bad (ran away from your job for a week or 
something like that), they send you to hell.  Hell is mostly a 
false track implant showing you being tortured up on a screen 
with a false duration of many years.  But they end it in a real 
mockup of hell where you stand around for a few hours breathing 
in sulfur fumes and feeling thankful that your waiting to be 
released after all those years.

In the rare cases where your very good, they reward you with some 
time in heaven and give you a similar false track implant with 
pictures of you being in paradise followed by a few pleasant hours 
in the "exit depot" from heaven waiting to be reincarnated.

This between lives experience is actually fairly short so that 
they could process lots of people through it without using too 
many administrators and technicians.

This incident also includes lots of duplicate pictures of your 
arriving and departing and lots of orders to forget this etc.  
But they didn't want you to forget it completely.  They just want it 
obscured so that you remember it very vaguely (to take the rough 
edges off of the false track pictures) and feel very respectful about 
your duties.

This whole thing tends to fall apart as you spot all the false 
data they used against you.


                 8. ADVANCED SOLO NOTS

March 31, 1990

I continued long past EP on Solo Nots.   I probably audited as 
many hours after the EP as I did before it occurred.   During this 
auditing, I ran into quite a few areas that did resolve using Nots 
techniques.   I also ran into a number of areas that did not resolve.  
For these other areas such as actual GPMs and implant universes, 
Nots is not the why.  These need to be handled with their own 

Since the areas that did resolve with Nots techniques might be 
prerequisites to running the new levels, this write-up will describe 
these so that they can be handled if needed.


The EP of S/NOTS is cause over life.   This is simply ceasing to 
be the effect of BT (Body Thetan) think and being able to do what you 
want to with BTs.   I.E., your just so much bigger than they are and no 
longer mis-owning pictures, thoughts, etc. and know it with 
certainty.   This includes the ability to blow anything by inspection 
(not that you don't do this before, but at this point it became THE 
technique).   Also, at this moment, BTs ceased to be the why on 
the case.

After experiencing this, I went along for about a week knocking 
out everything still lying around using blow by inspection.   This 
lead to a second much bigger EP.   I realized with reality that 
location was a lie (of course we've all read the axiom, but this is 
really knowing and seeing it with reality).   I went exterior to this 
universe - like being exterior to the body and reaching in but 
instead I was out of this (and any other universe) and reaching in 
to play the game.   I don't know if this happens standardly at the 
end of solo Nots or if it is a wild variable like the way that some 
people hit theta clear while running Power processing.

This location cog has a strange effect on BT handling.   You see, 
they aren't really located anywhere.   Its only that they think they 
are and it can vary depending on how much they think they're in 
one place Vs another.   They can be in your body or on Acturas 
or in the space and time of INC 1 depending on what they think, 
and although they are not cause over this, they move around 
depending on restimulation.   All you have to do is decide that a 
bunch are in your body and they can be there.   Or you can mock 
up a slight agreement with the middle of Jupiter, and find a whole 
bunch there.

Once you've had the location cog, it is generally enough to just 
touch one and he realizes that he's not located, nor was he ever 
located in the first place and he frees up.   One thing that messes 
this up is to run NOTS processes "locating" BTs.   You can still 
spot where one happens to think he is, but if you push it, or 
search for one somewhere, you frequently find yourself forcing 
a BT to occupy that location.

Let's say that one is in a table.   You touch him and he realizes 
he's not there (and never was except by a foolish consideration) 
and ceases to be there.   This happens so fast that you keep trying 
to locate him.   Since you can reach anywhere in space or time in 
any universe, you can still reach him and the effect is to put him 
back.   This not only lays in a false location but it also invalidates 
a big cog for the BT.   It only takes about 5 minutes of S/NOTS review 
after the location EP to get you into this mess.   With this data, it 
should only take you a moment to spot enforcing a location and to 
dust the BT off and send him on his way.   Without this data, you 
could have trouble for years.

Since they do shift around based on consideration, its very easy
to shift BTs into the body to have something to run if you 
continue past EP.  This can get really awful if you get run
on an audited Nots rundown (e.g. audited on you by someone else)
after completing.  Between the auditor's intention to find something
and your intention to obey his commands and the basic wrong
indication of doing more after EP, you end up dragging them into
the body from all over the universe.  And because this is slightly
invalidative, your ability to blow them by inspection gradually
deteriorates.  The appropriate correction list item would be
"Putting them there to run?".

Another thing that happens on continuing past EP is that you can 
start mocking up BTs that aren't there.  You get into doing this
by blaming things on them when it is not the correct reason.  Then
you think there really should be something there when there isn't,
so you mock up something.  Then, because you are saying that this
mockup of yours is somebody else, you have one hell of a time
blowing it.  So you also need "Mocking up BTs that aren't there?"
on the correction lists.

One very interesting effect which might occur is that some BTs copy the 
cause over life cog and start evangelistically going around freeing 
others out of trees and flowers and old theta traps etc.   This is 
fine.   Sometimes they come back for advice.   Unfortunately, if 
you go long past EP, you begin to invalidate the state yourself.   
Occasionally, these guys pick that up and also cave in on the inval 
and frequently collapse back into you in a state of misery that's 
impossible to resolve unless you spot that this is what happened 
and rehab their EP.

After EP, there are two other things that fool you and make you 
think you're not done.   The first of these is hidden standards.   It 
is true that the BT cross copy is one of the reasons you can't walk 
through walls, but it is not the only reason.   You also have your 
own whys for not doing this.   Once your no longer the effect of 
BT considerations, it is foolish to blame your inability in some 
area on BTs.   It is your own responsibility and considerations.   
To say that the stop is due to a BT is a wrong why.   After EP, if 
you could walk through walls, you would even if a BT is saying no 
you can't.   After all, you can open a door over a BTs protest 
without a second thought about the matter.

Any inability, physical problem, aberration, or out point can be
made worse by BTs.   But there is nothing for which the why is 
always BTs.   Anything can also be due to your own postulates and 
considerations etc.   There are other OT levels.

The other thing that fools you is that BTs can be masked by your 
own aberrations.   Lets say you have horrible overts with carving 
knives (or these knives play a big part in an actual GPM that you 
can't confront).   You might not spot a BT being a carving knife or 
hiding in a carving knife.   It is not that the BT keeps you from 
perceiving him or is creating a non confront on carving knives.   
It is your own non-confront.   So as you do things that raise your 
confront, BTs do show up and blow.   After EP, they generally 
blow by inspection unless you have a why that is keeping you 
from inspecting.   After EP, you don't have any non-confront of 
BTs and can't be fooled by their attempts to hide, block, or 
obscure things.   However, you are still at liberty to non-confront 
something on your own that happens to contain a BT.

After EP, you can and should continue to handle BTs.  Because of 
the non-confront factor, you can find and blow considerable 
numbers of them while running other materials that address your 
own case.

If you have overrun the EP, the above discussion should help you 
rehab it.  You need to dust off your ability and certainty on 
handling BTs and get rid of any invalidation on it so that you can 
blow them easily by inspection when they show up on more 
advanced processing.  The blow by inspection ability deteriorates 
quickly on inval so don't let anything shake your confidence in 
this area.  Clean up the skill and use it and don't let anybody or 
anything put you into a Q & A about it.


There are a few NOTS phenomena that you should know about 
just in case you didn't hit these already.   For me they turned up 
on audited NOTs but I had heard about these kinds of things in 
the HCL lectures.   By the way, you should listen to these lectures 
(The Hubbard College Lectures of early 1952), especially the 
later ones (History of Man, Theta Bodies, How to audit a Theta 
line, etc.) for additional information.   They contain a great deal of 
data about entities and "idle spirits" and what they do and how to 
get them to blow.

During heavy overts, motivators, ARCXs, and other things which 
cause valence shifts, it often happens that a BT crosses over from 
one individual to another.   This is probably one of the big 
reasons for a valence shift.   The BT winds up connected both to 
you and to the other terminal and you may spot him in either body 
(or in the location of the incident or anywhere).

You can also have a BT who's going around influencing others 
against you.   This is one of the mechanisms of pulling things in 
(but there are others as well - its not all due to BTs).

Probably the phone call business in the Suppressed person 
rundown works because there is a mutual exchange of BTs during 
heavy suppression.


There are some things you can do to increase your horsepower in 
handling BTs.  These are beneficial even after EP.  These might 
even be runable by someone on OT3 once Incident 2 has cooled 
down but perhaps I'm being overly optimistic.

First, if you can run PDC mockup techniques successfully, try 
mocking up bodies and mocking up BTs in them and then mockup 
someone blowing them all out by inspection.

Second, run overts connected with the area.  This includes 
implanting and also simply using BTs (or other enslaved beings). 
for your own gain.  This is especially common in magic track.  You 
would throw a BT at someone to compel them to do something or 
talk to someone's BTs (as in hypnosis) to have a hidden effect on 
them.  Often the magic spells contained items out of implants said 
in older whole track languages that were no longer understood by 
the average person which were meant to wake up and command 
someone's BTs.  Real voodoo worked by getting some of the 
target person's BTs to move into the doll and create a cross-copy 
between the voodoo doll and the individual's body.  It's actually a 
mild version of bodies in pawn.

There are times when you thought of captive souls as wealth.  The 
old wizards had a motto.  It was "Beings are the coin of the 
universe".  It was a very deadly coin and you still bear the scars.  
Run out the overts and be free.


Implanting somebody with BTs was actually totally ineffective as
a control mechanism.  They cannot actually create very much of an
effect on the person.  In this regard, we're quite thick skinned.

Any time you see a really major gain occur from blowing a BT, 
realize that the BT was restimulating rather than creating the
condition.  If you look deeper, you will find that the person
himself mocked up the aberration or somatic originally and the
BT was simply keeping it irritated.

You need to alternate BT handling with handling the PC's own case
or else you will get a deterioration of responsibility because
the PC will start mocking the BTs up as being cause.  In actual
fact, the BTs are generally being heavily affected by the PC, he
just doesn't realize how much he is kicking them around.

On NOTS one finds out that there are a tremendous number of dormant
BTs (in comparison with a very small quantity of active ones).
The impression one gets is that there are so many dormant ones
because they were overwhelmed by the implants.  This is wrong.
These guys were overwhelmed by the thetan (e.g. the PC).  He keeps
them dormant and knocked out.

The person wakes up in the morning and he feels a little sluggish
because some BTs started waking up while he was off dreaming, and
they are now having a field day messing up the body.  The PC just
feels a little tired, but he projects some intention and pushes
himself out of bed anyway.  This tiny push is enough to swamp out
hundreds of BTs and knock them back into unconsciousness.  Its that

If BTs seem to be making the body sick, you can just bet, dollars to 
donuts, that the PC has some postulate to be sick buried out of sight 
somewhere.  They just can't do it otherwise.

Most BTs are just fragments of beings.  And even when you do get
a complete individual operating as a BT, they have zero havingness
and almost no awareness.  They just can't stand up to the level
of intention that a fully aware and alive thetan can project.

The only thing that you can do which can get you in real trouble
with BTs is to postulate that they are cause and say that they
are responsible for the condition that you are in.  Its like
finding a moron and handing him a knife and then spending a few
hours coaxing him into stabbing you with it.


You will find that there are BTs stuck back in the time and place 
of major implants.  These are not actually located in the body, 
they really stayed back there (which is different from BTs who 
came forward in the body and only have the old implant in restim).  
You will find that they have lines reaching out from the old 
implant down to the body.  Usually they will be stuck up near the 
top of the incident.  Generally they wound up that way because 
they hit a point in the implant where they were unwilling to 
continue on and tried to reverse time and go backwards.  That got 
them stuck.  They stayed located in that spot and refused to agree 
with any subsequent forward progress in time (i.e., not-is-ness) and 
kept the early part of the implant mocked up.  But they had earlier 
implants to stay attached to the Theta being who was going 
through the implant, so they still have a line attached to him.

I originally found these by tracing down lines connected to the 
body (there are many reasons for these lines).  However, its 
easier to run these simply by checking over an old implant and 
scanning it for BTs.  If you do it that way, you don't have the 
problem of tracing the line or figuring out which implant it is.  
Generally these will blow easily by having them spot the first item 
of the implant or the first moment of impact or by spotting being 
pushed into the implant.  Often they will simply leave on being 
spotted or acknowledged or on being granted a little beingness.

For implants done in this universe, Incident 1 is an undercut.  The 
platens of OT2 cover a large number of the heavy electronic 
implants of this universe.  You will find that the dates in the OT2 
materials are also correct in addition to the combined use of all of 
these in Incident 2.  These implants are recorded on memory 
crystals and sold by Implant dealers for use on unruly 
populations.  Often you will find that the Implant dealers will first 
go around acting as third parties and agent provocateurs to create 
civil unrest and then will make a big profit on the sale of the 
devices to a paranoid king or emperor.  In the case of Incident 2, 
the Confederacy simply bought everything in the catalogue.  So 
you can find each implant individually at many different dates and 
in many different societies in addition to finding all of them in the 
R6 portion of Incident 2.  By the way, don't be afraid of memory 
crystals in general.  They are simply the space opera equivalent 
of computer chips and recording tape.

You can also find some stuck in the clearing course materials.  
These predate Incident 1 (they occur in an earlier universe).  If 
they don't blow on inspection, acknowledgment, or granting of 
beingness, have them spot the first item of the CC or have them 
spot being at the top of the spiral staircase immediately prior to 
the first run of CC (each spiral contained a run).

This technique applies in general when dealing with BTs stuck in 
implants of whatever sort.  Normally you  blow by inspection.  If 
that doesn't handle, then blow by having them spot the first 
moment of the incident.  Your knowledge of the anatomy of the 
track can help here, but if you don't know, just have them spot the 
beginning and earlier beginnings or the beginnings of an earlier 
similar incident.  The solo NOTs "what are you" technique also 
works but they are often being an item in the implant and this 
makes for difficult listing and should be avoided (wrong wording 
of an implant item can kick other things into restim).  You can use 
"Who are you" with good results if they have been loosened up 
enough to give a "Me" answer without listing valences.  Use your 
judgment on this.  Always use "Who are you" on partial blows.

You can also find a pile of BTs and Clusters back at each point of 
"Spiral Death".  These are times when you "died" as a thetan.  
They are the bottoms of the "spirals" mentioned in History of Man.  
There will be some moment when you were in really bad shape 
and then you were really smashed badly by something and just 
plain gave up as a being.  The whole "theta body" (really an 
energy body) that you were using at the time collapses in on itself and 
"dies" and your consideration is that you have died as a being.   
Generally you leave a piece of yourself behind at this point along 
with a mass of energy and facsimiles and mental machinery.  Some 
of the BTs and clusters that were stuck to you at that time will stay 
there as well but will continue to keep a line connecting them to 
you.  You are also connected by the piece of yourself that you 
leave there and also by your own considerations (you will have some 
idea that you never left).  Generally you only have to blow off the 
BTs and Clusters.  The Nots techniques work well here or you 
can run them back to the joiner or cluster forming incident.  After 
these are gone, the split off portion of yourself generally rejoins 
naturally and you feel a bit bigger.  If this doesn't happen and if 
(and only if) you get a feeling of still being stuck there, then first 
try for BTs/Clusters.  If that's not it, run a little regret off of the 
death and look for overts prior to it.  These splits are easier to run
than most splitter incidents because they were formed by simple 
force (which is easy to confront after Clear).  (if you do have
any trouble, use "point to the being you divided from - Aug 1996).

Bodies in Pawn are more difficult to handle.  Again there will be 
lines running from the current body to the one in Pawn.  There 
will be a large number of BTs and Clusters holding these lines 
both in the current body holding the one in pawn and in the 
pawned body holding the current body.  Often they are mixed up 
as to exactly which body they are in.  After you've blown them all, 
you'll find that you also left a piece of yourself in the other body.  
Generally there will be an implant where you were made to divide 
yourself and be in 2 positions.  In each position (you are usually 
standing beside yourself) they implant you with opposing goals so 
that you detest yourself in the other position.  This keeps you 
from recombining the viewpoints even though your running both 
sides.  One side goes into the body in pawn and holds you 
connected.  Usually there is a phrase about leaving your real self 
behind when you are sent from there to Earth (or where ever).  
Try to blow this simply by spotting the lie.  Also, try spotting the 
earlier beginning (see Before Earth in History of Man) and try 
spotting earlier overts you did do and overts you were falsely 
accused of just prior to the incident.  Also check for the overt of 
doing this to somebody else.  If all else fails and if you are still 
troubled by the body in pawn, you can list out the opposing goals, 
but this can be difficult and should be avoided if possible.

Bodies in pawn are not limited to space opera track in this 
universe.  It was quite common to keep a piece of someone's body 
in a jar and give it orders on the magic track.  Earlier universes 
also had similar control techniques, not necessarily dependent on 
having a piece of someone's body since bodies were not as 
important early on.  The trick can be worked using anything that 
will get a being to leave a bit of his beingness in a spot where you 
can give it orders.

You will also find that there are monitor, suppresser, and control 
BTs focused down at you from a distance.  These may be in 
invader installations or whatever.  They also have lines running 
down into your space and they try to block OT abilities.  Often 
they get active when you try to do the drills in Creation of Human 
Ability Route 1 or the drills on the old OT 5 and 6.  If you've done 
these, you should check back and discover release points where 
you did gain an ability and had it immediately blocked by a 
suppresser BT.  Often these BTs are in some sort of implant 
station that has long since been destroyed.  For example, in the 
distant past there was a large orbital station around Venus.  Its 
long gone, but the BTs are still there going around in orbit and 
keeping a vague mockup of the station in place.  An unsuspecting 
being can wander in there and get hit with an implant right now in 
PT.  Implant machines are partially made of MEST (computer 
circuitry and energy waves etc.) and partially made of implanted 
beings who intend the items telepathically.  These unfortunate 
beings are "manufactured" into the machines by implant salesmen 
(after they have gotten a civilization to smash its citizens, the 
salesmen will kindly help clean up and take the ruined remnants of 
beings off to their factories).

You can go quite far with these techniques, but once you start 
getting into earlier universes, eventually you'll run into entire 
universes built as implants.  Although these same principles will 
continue to apply, the implant universes are much more complex.  
You shouldn't be afraid of bumping into them and you can knock a 
few BTs out of them without getting into trouble.  But don't fool 
with them too much until you get all the data.

The above information on handing bodies in pawn and suppresser 
BTs focused on you from a distance etc. explains the occasional 
big cave in that some people have following a manifestation of OT 
abilities.  They begin to wake up as a being and manipulate the 
universe and then they're sick and they feel that the space 
invaders or magicians or whatever are after them.  And to some 
degree, it's true.  It is beside the point whether or not the MEST of 
some old body in pawn or implant station or whatever is still 
around or not.  There is a theta remnant in these things that can 
activate in PT and give the guy trouble unless he knows enough 
to handle it.  Just blow the BTs and clean up any pieces of 
yourself that you left behind and the trouble will turn off.


              9. NOTS IN SCIENCE FICTION

This section is only intended as an entertaining interlude.

There are 3 famous science fiction stories about BT-like entities
who control us and feed on our emotions.  These stories all have
the idea that the entities themselves block our ability to see
them (which has some truth to it, I didn't see active BTs as
sparks until I had done a good bit of Nots, and these sparks are 
visible to the naked eye and you will see one entering or leaving
somebody occasionally).  They also include the idea that if you
find out about them while you're still under their control,
they will make you kill yourself (which does not seem to be the
case).  Furthermore, they include the idea that if somebody were
to get rid of these entities, other people who still had them
would be influenced to hate the person who had gotten rid of

Except for the bit about them blocking perception, all these ideas
seem to be false.  But they make for very interesting reading.

The ideas trace back to Charles Fort, who came to the conclusion
that we are cattle, owned and milked (for emotion or energy) by
hidden beings.

The first and most famous of these stories is "Sinister Barrier"
by Eric Frank Russell.  If I remember correctly, it was written in
the late 1930s during Russell's Fortean period (he also did a
short story about continents in the sky, and a powerful but 
outdated novel about Earth the prison planet called "Dreadful
Sanctuary").  Russell calls them Vitrons and has them hovering
over the person's head.  The book opens with people who discover
this being forced to commit suicide.

This novel was well known to Ron and may partially explain why
he put such fantastic cautions on dealing with these things.
Its amusing to note that at the end of the original version
of "Dianetics the Evolution of a Science" which appeared in
the May 1950 Astounding Science Fiction, there were an extra
few paragraphs where he mentions Russell's book.  It was 
something to the effect that Russell was right in saying that
there was a sinister barrier, but the barrier was not from
some outside agency, it was in men's own minds.

The next of the famous ones (there are certainly other stories
in this vein) is Colin Wilson's "The Mind Parasites".  Again
the story opens with suicides, and the hero manages to overcome
the impulse when he realizes it is coming from an outside source.
Eventually a team of people who managed to free themselves from
this influence discover that these entities were blocking OT
abilities and begin mastering telekinesis etc.  The same author
is also famous for his writings in the field of metaphysics.
The science fiction movie "Lifeforce" was based on one of his

The third one is "Noplegarth" by Jack Vance.  His entities are
called "Noples" and anyone who doesn't have a Nople can see 
them riding on other people's shoulders.  The interesting twist
in his story is that when people finally become free of their
Noples, they can now be grabbed and taken over telepathically
by an even worse being who lives on a far planet.

All of these are well written and quite entertaining.  And
reading stories is a good way to try out ideas and consider
them in the abstract without getting your own fears and 
personal considerations mixed up into it.


              10. SPLIT VIEWPOINTS (SVs)

(I wrote this long before I found the "point to the being you
divided from" process which makes handling split pieces easy.
The techniques given here are the earlier ones which only worked
sporadically.  The later write-up on "divide and conquer" takes
precedence over this one.  This write-up is included here to
provide more background information and as a record of research.
- August 1996).

Aug 15, 1990

In earlier technology, we only addressed one side of the 
mechanism whereby a thetan infests and abberates another.   The 
concern has been completely aimed at clearing the thetan of the 
influences of other theta units such as the BTs and Clusters 
discovered on OT3 and the PMEs, CEs, and other entities 
covered in these writings.  But in truth, there are 2 sides to every 
coin and the thetan himself is actually fragmented and secretly 
running split off pieces of himself which are busily abberating 
other people.  In other words, he can find that he is being a BT 
on many other human beings walking around here on Earth and 
elsewhere.  We will call these fragments Split Viewpoints (SVs).

Before we talk further about SVs, let's take a look at the sane 
behavior underlying this phenomena.

There are 3 ways to endow something with life.  First, you can 
animate it with unaware thought, second, you can go over and 
animate it yourself, or third, you can divide into two individuals 
and have one of you animate it.

It is easy to place a thought in something.  You can actually build 
quite complex constructions of programmed thought which will do 
all sorts of interesting things even to the degree where someone 
else is fooled into believing that they are looking at a real thetan.  
A good example of this is a computer.  The programmer's labor 
long and hard postulating a complex pattern of thought which 
often appears to act in an intelligent and independent manner, but 
this thought is not aware of being aware and is not creative in the 
fullest sense of the word.  Look inside a computer sometime, 
there's lots of thought but no thetan unless someone has shoved in 
a BT to screw up the works.

You are also capable of being in two places at once.  Really, your 
not located anyway, so you could operate from all positions in this 
universe simultaneously.  You can put little bits of 
your intention/attention units in all sorts of places and do lots of 
things from these positions and have quite a good time doing this.  
Sometimes you do this and hide it from yourself to have 
interesting game conditions and surprises etc.  In its pure form, 
there's nothing very abberated about this.

A thetan can also divide into two individuals.  In this case, both 
have the same earlier track, but they each go their own way 
thereafter.  Ron mentions this very briefly in the HCL lectures 
and in the 5th ACC.  My own research finds that there were only a 
small number of individuals (10,000 or so) present at the beginning 
of the Home Universe era.  The trillions who are here now all 
trace back to those few early beings.

If this all begins with a "Static" which can duplicate itself, then it 
makes sense that the individuals later on the track can still do this 
trick.  I can imagine that one could postulate a "new soul" that had 
no track or experience, but such a being would be a full god 
without the basis for agreement to connect to this sequence of 
universes, so he simply wouldn't be here.  The only way you'd 
get someone in here would be to let him share the track which 
leads here, and that means that at the moment of division, you are
both the same.  Then each of you hurry's up and gets different 
real fast.

Note that once divided, these true individuals do not merge 
together again.  There would be no purpose in it.  You wouldn't 
choose to terminate one of the two theta lines because each is 
interesting and adds to the game.  Also note that early on the 
track, this is not abberative.  Later on, we find mild aberrations 
because of considerations of havingness and limited ability to 
create, but generally you handled this is some sensible manner.  
Usually, when you divided you had some good reason and a 
sensible plan.  For example, you were very interested in 
continuing to operate where you were but also heard of 
something very interesting to do elsewhere and decided to 
become two so that both could be experienced to their fullest.

There might also be some sort of paired reproduction of thetans in 
a 2D like manner, but I have no awareness or data on this right 
now.  It would seem possible because there are a few vague 
comments by Ron about the basic thetan being two rather than one 
in the HCL lectures and in the 3rd ACC.  If so, then it is 
conceivable that two thetans could each produce a half which 
would merge together into an individual.  The resulting individual 
would obviously have to have a full track back to native state, but 
it might be a dual track.  I don't think that this will make any 
difference in processing (he can still spot and handle early track), 
so the question doesn't need to be settled at this time.

And so we have the 3 mechanisms in their sane form.  He can put 
some thought (which is not aware of being aware) over there, or 
he can operate from a viewpoint over there (except its not over 
there, its just one of many locations he owns and operates from), 
or he can divide and one of him goes over there.  This is the 
sanity that underlies a vast sphere of aberration.


The thetan can be made to divide, and hide from himself, and in 
each of these split fragments, he can be made to abberate himself 
and others.  These split pieces are not quite true individuals (you 
have to live your own track to become individual).  They are 
more like the result of putting out intention/attention units to 
operate from various places.  But the heavy unawareness and 
implanted goals that are generally present make these pieces 
more separated than you would expect so that they are almost 
individuals.  There are many variations of these and some come 
closer to one extreme or the other.

We will refer to this entire class of theta units as split viewpoints 
(SVs).  Generally, this is an abberated partial split that is not quite 
a totally separate individual.  The PC can discover that he is being 
each of his many fragments (SVs) but he makes a point of not-
knowing about this from his primary theta line where he is 
maintaining himself as a unique individual.

Mostly he's 90 percent unconscious in each of his split viewpoints, 
but he does have a least a small amount of awareness and 
intelligence there.  Often you will find an SV where he has a great 
cheerful glee at abberating himself and others.

The PC generally has deep and strong considerations that 
memory is locational and will only use the memories in a particular 
operating location that were acquired in that location.  He doesn't 
let the data cross over.  He also will usually insist that 
responsibility is also location dependent.  Himself in position A is 
not responsible for what he did in position B.  He hangs onto this 
attitude because he's often committing overts and doesn't want the 
blame to cross over.


Although most SVs are setup by implants, he also does this himself 
on purpose.  He will push a sneaky little piece of himself into 
someone else to control them.  In this society, you see this often 
on the 2D.

This does not occur on a simple attempt to handle somebody or in 
making some postulates etc., it is a real attempt to compel 
someone by pushing a piece of yourself into their head.  I don't 
think that most people do this very often, but you should at least 
be able to find a few times where you did in this lifetime.  Usually 
the action is of short duration and you pull out again and dissolve 
the split, but occasionally you might leave a piece in there 
permanently.  These should all be cleaned up.  Also, chains of 
overts of trying to compel people should be run out.

I think that we will find that rape includes the rapist pushing an SV 
into the victim (the victim would find it as a BT).  We might also 
find that this generally occurs when an SP drives someone PTS 
which gives us another explanation for the phone calls on the 
suppressed person rundown.

You will also find that the pc has sometimes split off a helpful SV.  
He does this as a defense mechanism.  For example, he knows the 
thought police are going to catch him and so he sends a piece of 
himself off to hide and come back later to break him out of jail.  
He makes himself forget this so that the police wouldn't read his 
mind and find out about it.  Sometimes these are clouding his mind 
or abilities to keep the police from finding out.  Usually the need 
for these is long gone but he never noticed and is still keeping 
things from himself.


The thetan has frequently been implanted to split into pieces 
from which he is ordered to emit various compulsions at himself 
and others.  A significant version of this is the "compel" item 
derived off of each penalty universe (covered in another write-up).

In an early version of this, he simply puts pieces of himself into a 
big pool representing "Eternity" from where he sends 
compulsions at himself.  Later implants make him fragment and 
place him in various locations around himself and others emitting 
these compulsions.  His fragments appear like BTs to other 

The compulsion SVs will be covered in more detail in a separate 


This implant has him divide into 5 valences for each of these 
"Actual GPMs" and try to push himself, as each of these valences, 
into other people for the purpose of acting out the GPM in life.  
This is run out with its own platen.  See the write-up on the 5 way 


The PC  has often been made to put a piece of himself into a cross 
copy pool of one kind or another as described in the write-up on 
Pool Theory.  This includes emotion clouds and somatic pools and 
the big cross copy pools in the universe machinery through which 
he keeps the universe continually created.  He's in these pools 
along with everyone else.  This maintains the physical contact that 
everyone thinks is needed to maintain a consistent experience of 
reality and feelings and somatics etc.

One interesting thing that everyone does is to divide after 
dropping the body and say that only one copy has the earlier 
identity and memory.  This copy is fed into the universe 
machinery for preservation.  The remaining copy (by which we 
mean you) is supposedly a pure untainted new individual.  Of 
course this doesn't work, but it contributes significantly to 
forgetting the previous life and pretending that you're someone 


There are numerous implants that make the individual divide.  
The usual physical universe technique is to force him to be in two 
places by use of force (energy waves etc.) and then implant mutually 
detestable goals into him in the two different locations so that he 
will keep them separated.  He might be implanted to be a 
policeman and hate crooks in one position and implanted to be a 
criminal and hate police in the other, so that from each 
viewpoint, he despises himself in the other valence.

Another common technique is simple trickery and treachery, 
giving him false data and convincing him to split for his own 
survival or for the sake of helping others.

Mass implants generally have people divide many ways and 
become BTs on each other.  This is true of incident 2.  He didn't 
simply get infested with BTs, he also became many BTs which 
were implanted into others.

Double body incidents include dividing and "leaving your real 
self behind" in the body that is held in pawn.


Sometimes you might have handled a split by running it as a BT, 
especially when you were running a BT on someone else's body.  
Sometimes someone else blows a BT which is one of your SVs and 
you just feel a bit better or have some cognition out of thin air.

The main technique is simply to blow by inspection.  You just spot 
the SV and the division dissolves or you spot the moment in the 
implant when you divided or you spot the item that did it.  Often, 
spotting the decision to divide will cure it (especially true for 
volitional splits that weren't forced by an implant).

When one of these dissolves, you don't generally abandon the 
location or whatever.  You just become bigger and can consciously 
operate from more viewpoints.  Note that you're not going to absorb 
or drain any other individuals.  If something is independent 
enough to go its own way, then it will.

One technique you can use is to simply reassume the viewpoint 
and responsibility.  You can get on the other side of the "valence 
wall" and run flows or mockups of the wall to dissolve it.

You can also use ordinary BT handling techniques.  One thing 
that works on difficult ones is to assess for the underlying penalty 
universe goal and either have the SV spot the top or spot the top 
of it yourself from the SV viewpoint.

Often an SV will also have BTs accumulated around it and copying 
it.  What frequently happens is that the split dissolves 
immediately on inspection and then a BT copies the split viewpoint 
and pretends to be you since this is a good way to control you or 
create an effect or simply because it is interesting.

Because of this, if you need to run something on the SV beyond 
simply blow by inspection, it is usually best to run it as if it were a 
BT.  This will dissolve splits and restore your ability to occupy the 
location as yourself while also blowing any copying BTs and 
allowing anything that has become a separate individual to free up 
and blow.

Sometimes you will find yourself waking up in a "senior" 
viewpoint.  These may be "oversouls" or whatever and often are 
in higher universes or in traps of various kinds.  Generally your are
almost unconscious in these viewpoints but you have the idea that 
they were the "big" you and your earth existence is the lesser copy.  
Often, you got out of traps or whatever by leaving yourself behind and 
extending out a "lesser remote viewpoint".  The handling is to 
clean up machinery etc. (PMEs, CEs, etc.) that is surrounding you 
in the "higher" viewpoint.  Usually the perception of these turns 
on for a brief while and then fades.  Use the opportunity to clean 
up everything you can get your hands on.  You might have to pick 
up one of these areas a number of times before you get enough of 
the trap taken apart to free yourself from it completely.  Just 
persist in blowing things and don't Q and A too much about where 
you are or what's going on.  You'll just get dub in until you pull 
off enough of the surrounding weight.