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			SUPERSCIO #5A

                      IMPLANT UNIVERSES

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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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WARNING:
THESE ARE NOTES ON MY RESEARCH INTO LEVELS BEYOND OT 7.  THEY MAY 
BE RESTIMULATIVE OR UPSETTING.  THE MATERIAL MAY BE INCORRECT, 
INCOMPLETE, OUT OF SEQUENCE, OR SIMPLY OUT GRADIENT.  READ THEM 
AT YOUR OWN RISK.


                       INTRODUCTION

16 Dec. 1992

We are the decayed fragments of the god like beings who created 
this series of universes.  The fall has been a long one, 
encompassing the life spans of numerous universes.  The road back 
is long and hard, but the rewards are rich.

The subject before us is so vast that there is room for many 
researchers.  I am obviously not the first, nor will I be the 
last.

As of this writing, I have not attempted to design a new bridge 
or revise the works of L. Ron Hubbard.  I have not even tried to 
put these new materials into a form that public individuals could 
use.  Instead, I have taken a walk through the unexplored 
wilderness, risking no one's case except my own.  These are my 
notes on that journey.



     PART 1:  AN INTRODUCTION TO IMPLANT UNIVERSES


                  IMPLANT UNIVERSES

March 29, 1990, Rev. 16 Dec 92

The most basic aberrations stem from a time when the individual 
had capabilities approximating those of a god.  To even conceive 
of those early incidents requires taking the viewpoint of a being 
that could create and destroy universes at will.

But do not be fooled into thinking that such power solves all 
problems.  Especially as we are only talking about power over 
MEST or the various equivalents of MEST in other systems of 
creation.  When all men are gods, the problems of interpersonal 
relations are aggravated rather than lessened.

A being becomes abberated first and then he loses power as a 
consequence of those aberrations.  Therefore, we find that the 
earliest unabberated period is followed by a period of intense 
abberated behavior where the individual still wields the power 
of a god.

When an individual cannot be harmed or trapped by force or 
emotion, then all that remains is trickery, wrong data, and 
considerations that will lead him into trouble.  And when such 
individuals come into conflict, and have the power to create 
universes, they will create universes specifically tailored to 
trick, degrade, and abberate each other, hence the existence of 
implant universes.

An implant universe is a universe intentionally designed and used 
to install aberrations.  They primarily existed early on the 
track at a time when the creation of universes was far easier 
than it is now.

Before discussing these further, Some background information on 
the subject of universes in general is needed.

  

1. The Nature of Universes

A universe is a self consistent package of rules and mockups.  It 
will have space or the equivalent to separate the mockups.  It 
will usually have time of some sort to handle the consecutiveness 
of events.  It will have some kind of contents such as matter and 
energy.  And there will be a set of rules concerning the 
operation of the whole affair.

MEST style universes similar to ours have been common for a long 
time, primarily because the penalty universes of the home 
universe era implanted a predisposition towards this kind of 
mockup.  But many other things are possible and universes 
designed as traps or implants often go beyond the usual 
definitions so as to take advantage of the individual's ignorance 
and blind spots.

Universes are created by postulate, perpetuated by alterisness, 
and made real to others by agreement.   The universes we are 
interested in running out at this level were postulated, alter-
ised, and agreed upon.  There is a great deal of relevant 
material in the Axioms, Phoenix Lectures, Philadelphia Doctorate 
Course, and other early Scientology materials.   It will also 
greatly speed processing and understanding to first run spacation 
(PDC) with attention to mocking up simple little universes and 
observing the behavior of space and time.

As noted by LRH in one of his lectures,  beings shift between 
universes by agreement.

Imagine a Universe with a red sofa and a red chair, and a second 
separate universe with a green sofa and green chair.   Imagine 
someone agreeing with the red sofa and therefore being in the red 
universe.   Now imagine him changing his mind and agreeing with a 
green sofa.   He shifts to the green universe.   Note that a 
consequence of agreeing with the green sofa is that he also winds 
up with the green chair.   If he wants a green sofa and an orange 
chair, he either must alter-is the green universe (which could be 
hard if many other beings are agreeing on it) or he mocks up a 
new third universe with a copy of the green sofa along with an 
orange chair.   Note that if he wanted to meet someone sitting on 
the green sofa, he would be stuck with the green chair since the 
other person would be there rather than in the new universe with 
the orange chair.

The thetan still has the ability to shift to a universe simply by 
agreeing with it.   His current problem is not getting into a new 
universe but getting out of the old one.   His agreements with 
this universe are very sticky and pinned down.  He can easily get 
into contact with another universe by mocking up someone in it 
and agreeing with them but he only gets it in a vague sort of way 
because he wouldn't let go of his agreements here on Earth.

This was different in the early days.   By this I mean the time 
period subsequent to separation from static but prior to having 
solidly agreed upon universes that one did not leave.   The 
earlier scene (which is also the ideal scene toward which we are 
aiming) was one in which there were many agreed upon universes 
(and also many non-agreed individual universes) and they were 
being constantly mocked up and changed around by postulate.  The 
individuals moved around between these by selective agreement.

Consider a being who is not dependent on food or clothes or any 
sort of mest since he can mock up his own if he wants anything.  
Under these circumstances, what sort of things would be valuable 
to him?  It would be things like admiration, new and interesting 
creations, aesthetics, communication, etc.   Basic things which 
are dependent upon interchange between beings.   Here you have 
situations such as a being mocking up a universe and trying to 
make it aesthetic enough to be interesting to others.  He does 
this so that others will agree upon it, admire it, and contribute 
to its reality.  This leads to a sort of one-upmanship and trying 
to score "points" and eval and inval and art critics and all 
sorts of things.   There is actually quite a high level of game 
condition and agreed upon penalties, etc. going on between beings 
who can create and destroy universes at will.   It's really quite 
a lot of fun but it can look pretty rough to someone walking 
around in a meat body.

Besides the normal agreed upon universes that people get together 
in, you find another kind of agreed upon universe. This is a sort 
of "canned" or pre-defined universe that could be thought of as 
being like a movie is today.   This sort of universe is 
postulated as a complete track.   I.E., the time line as well as 
the space is mocked up when the universe is postulated.   Imagine 
some pleasant movie being actually created as a full reality with 
all the perceptics etc.   Now imagine that a "viewer" goes into 
agreement with the star actor and actually experiences the movie 
as if it was his own life.   The track is frozen.   He picks up 
the beginning of it and lives through it to the end and if it was 
really good, he might want to experience it again sometime.   In 
this sort of movie, you generally have no freedom of choice 
within the universe.  The track just runs you forward from 
beginning to end.   It is a universe in its own right and is not 
located in space or time relative to any other universe.   Its 
just there as itself and if you feel like agreeing with it and 
experiencing it, you just go for it.  Of course, you do have the 
same choice that you have now if you run a tape in a VCR.  You 
can stop the film or back it up or just turn it off.  But you 
can't change it internally unless you want to copy the whole 
thing and do a remake of the story with variations.

There was actually quite a bit of competition involved in putting 
together these entertainment universes.   A sort of Theta level 
academy awards so to speak.   Sometimes heavy penalties such as a 
period of service or subjecting oneself to an unpleasant universe 
were gambled on bets as to whose mockup would be more popular.

There was also a flavor of "canned" universe that had some degree 
of choice in a manner similar to that of a video game or computer 
adventure game.   I.E., there might be a number of canned scenes 
and you would go to different ones depending on key decisions 
that you would make, or there would be a set of canned targets 
that would come at you in random sequence and you would score 
points as you eliminated them.   Here you have a series of mini-
tracks all linked together with a postulated program.   Anything 
you can make a computer or VCR do can be set up the same way in a 
series of conditional theta postulates. For example, you can make 
the postulate that if someone opens the door, then a green mouse 
will run out.   This is really no more difficult than postulating 
that a green mouse will run out right now.

Note that under these circumstances, time travel becomes the 
equivalent of rewinding a VCR.  This, of course is time travel 
relative to the track of a universe.   Your own track is 
sequential regardless of whether you loop back through the track 
of a universe.   You could play a bit with a VCR and recognize 
that you can "go back in time" by rewinding it a bit or "predict 
the future" based on having seen it before.   If there is a 
calendar visible in the movie (the equivalent of the time tags on 
a picture or the actual time of a universe), you will see that 
the universe's time for a given scene is the same whenever you view it.

This does make dating difficult.   What with many agreed upon 
universes, so that there is no single one with the "right" time, 
and with canned universes that have the same date each time they 
are visited, values such as x trillion years ago are not too 
useful.   Time was not tied together between the different agreed 
upon universes and flowed at different rates so even if two 
people agreed to count things in "Earth" time, they might have 
vastly different dates for the same moment when they happened to 
be in the same universe together.    Dating can be done relative 
to your own experience by seeing what things happened before and 
after each other for you.

Late in this sequence you will find the appearance of home 
universe.  By this time the being was already slightly decayed.  
Instead of simply creating and destroying a multitude of 
individual actual universes at will, he wanted some agreement.  
So a large matrix of interconnected universes was set up and 
agreed upon.  Each individual was assigned his own home universe 
in this matrix where he could mock up what he wanted.  He 
invested so much time and effort and creativity into his home 
universe that he didn't want to let go of it.  As a result, he 
could be trapped by it.  This free theta period ends with the 
collapse of the home universe matrix into a single agreed upon 
universe.


2. The Mechanics of Universes

A Universe could be created by exactly and specifically 
postulating every individual element in it.   However, this is 
quite a bit of work.   There are some common shortcuts that are 
easy to use.   These show up frequently in the construction of 
simple universes.

It is almost as easy to postulate an infinity as it is to 
postulate an individual item.   This is because an infinity of 
something is a single intention rather than many detailed 
different things.   Lets say that you wanted to mock up a beach 
that someone could walk down.   The way to spend eons at this is 
to mock up each individual grain of sand as itself and different 
from its neighbors.   Instead, you mock up one grain of sand in 
detail and then copy it.   You say this goes on and on.   If you 
want and if there's nothing else in the space yet, you could just 
say that the beach goes on forever.   This is an infinity.   No 
matter how far along the beach someone walked, there would always 
be more beach.   Note that the beach would always be the same 
unless you went along and changed some parts of it.

You could also postulate a progressive infinity.   Lets say that 
you mock up a stretch of beach in an intermediate color.   Now 
you say it goes on forever in one direction getting lighter and 
lighter and goes on in the other direction getting darker and 
darker.   Again this is just a simple postulate without a great 
deal of detail work.

For a human level example, consider the number line in 
mathematics.   The postulate here is just that there is a number 
and then you add one to it and get a bigger number.   When 
numbers and counting were mocked up, just the basic premises of 
quantity and counting had to be conceived of.   Nobody had to sit 
there and mock up every possible whole number from one to 
infinity.   If you think of a bigger number than anybody else has 
ever thought of before, it doesn't make any difference. The next 
number is there just the same as always.

In the same way, no matter how far you go down that beach that 
was mocked up as an infinity, there is more beach.   And if a 
progression such as the sand gets hotter the further you go was 
included in the postulate, then it just keeps getting hotter. 
This works the same way as the numbers getting bigger and bigger 
as you go along the number line.

Another trick with this is to postulate a repetitive pattern out 
to infinity.   Here you say there will be a mile of green sand 
and then a mile of red sand and then another mile of green sand 
on and on forever.   Its still pretty simple to set up.   Any 
kind of mathematical series can be used in this kind of infinite 
postulate, it doesn't have to be a simple alternating sequence.

The practical application of this is that you will find that 
there are universes where there really is mud from here on down 
and it just gets thicker and blacker no matter how deep you dig. 
And when you say, well what's on the other side of this mud, the 
answer is that there isn't any other side.   It was not defined 
for the universe in question.   It just goes out to infinity.   
That's what the postulate happened to be and that's what you have 
to duplicate to as-is it.

In this universe, the postulate is infinite space.   The space 
just goes on and on no matter how far you go.

Another popular trick is to curve one of these infinities back on 
itself.   For this, you take the infinite beach and select a 
point on it and then take a different point far away and make 
them be the same point.   This is not very feasible if the beach 
already has junk on it and differences etc.   But if you do it 
when the beach is pure and simple, you're only alter-ising the 
simple original postulate and it goes fairly easily.   So this is 
a common second postulate before you get carried away with making 
alterations.  Once you've done this, the beach will have a finite 
length and loop back upon itself as you walk it.  But the beach 
is not curved, it is still flat and straight.  It is the space 
itself that is curved.

In an ordinary playing field type universe like this one, the 
thing just sits around getting alter-ised and fooled around with 
by whoever is in it.   If you pick up the agreements of that 
universe or of someone in it, you get it in its current state.

However, a story telling universe, or its viscous cousin the 
implant universe, also has a canned time track.   In this case, 
not only the space but also the time is postulated.   For 
example, day one is sunny, day two is cloudy, and its blackness 
from day three onward.   The infinite postulates can be used with 
time just as well as with space.

Imagine "Gone With the Wind" being set up as a story telling 
universe.   First, a production crew would mock it up in detail, 
step by step and day by day.   You would get into it by picking 
up the agreements at start of track.   In other words you would 
agree with the Civil War and Tara and Scarlet etc. and suddenly 
there you'd be.   It might be that the story was only mocked up 
from Scarlet's viewpoint, or maybe there'd be a choice of 
characters you could be with each one mocked up in full.   At the 
end might be the credits, a theta signature that was postulated 
to go on forever in the time track of that universe.

Because universes are entered by agreement, it becomes possible 
to cause someone to shift universes by enforcing the appropriate 
set of agreements.   One being can blanket another and enforce 
the agreements of start of track of a canned universe and so get 
the other individual to run through it willy nilly.   The canned 
universe in turn can inflict yet a further set of agreements 
which take him into yet another universe.   And so we have 
Universe shifting incidents.

Now we can explain Incident I.   This is an implant universe that 
is a universe shifting incident.   The incident is at start of 
track in its own weird universe.   That's why you can have an 
earlier incident I and yet its always at the beginning of time.  
Its not just that it says it is at the beginning of time, it 
really is at the beginning of time in its own universe.   It lays 
in the basic agreements that take you into this universe.   The 
games in this universe are based on force and so you have things 
like the charioteer.   The blackness at the end of incident 1 is 
an infinite postulate that just goes on forever in space and 
time.   Since there is no real change except for repetitive waves 
in the blackness, eventually you shift over to the agreements 
that it was installing and wind up here.   It is used to take 
undesirables and banish them to this universe.   Sometimes 
someone manages to get back out of this one and they throw him in 
again and so you have the multiple occurrences of the incident.   
The overt side of this (blanketing someone and pushing them into 
it) is quite beneficial to run out.


3. The Decline of Theta

It is possible that there once was a game and that we divided up 
into teams and each team created an abberative universe that 
would be used by them on the losers.   The agreement would be 
that the winning team would get to gang up on each of the losers 
individually and push them through the penalty universe.

It doesn't really matter who won the first game because everyone 
would have kept on playing more and eventually everyone would 
have been pushed through quite a few of these and pushed others 
through quite a few times.

Although each team would have worked as hard as possible to 
create the most horribly abberative universe, in early runs, it 
probably only left a slightly sour taste in the mouths of the 
losers for a short while.   Remember that we're talking about 
beings who could create and destroy universes at will.

If this is the case, then anyone might have either the overt or 
the motivator side first on a particular universe, however, by 
the time we had decayed to the point of getting stuck in 
universes, we all probably had both sides on all of these.  

In the overt side, a team blankets an individual and forces him 
through.   You get a little kickback of the incident from the 
individual your holding in there and sometimes you feel him 
wiggling around and trying to get out and you are pushing back 
with postulates and intention.

On the motivator side, you experience the universe.   The 
experience is such that it leads you to make abberative 
postulates.

In addition to this is the overt of building one of these.   
There is generally a chief architect who lays out the overall 
plan.   There might also be designers who work out the details of 
each area.   Then, a group effort is done to postulate the track 
of the universe in detail.   Once this is done, it "is" and it 
floats in its own space and time and can be reached thereafter by 
connecting to the starting point.

Quite a few of these were built.   There are very simple three 
dimensional ones that just place you in a bad construction that 
you have to make an abberative decision to get out of.   There 
are also highly complex ones with postulated time tracks that 
take you from the top of the scale down to the bottom.

Early on, there were no fixed ideas or considerations.   These 
universes laid in fixed patterns and ideas.   Every scale in 
Scientology is an arbitrary pattern of behavior.   If a thetan is 
totally free to postulate, then there is no standard pattern.   
You can only have a scale if you have a standard aberration that 
causes behavior in a certain fixed mold.   Consider the tone 
scale.   Why should boredom be above anger?  This is a fixed 
pattern that was used over and over again in implant universes 
until the individual felt that the one emotion should follow the 
other.

Here also is where all the consequences are defined.   I.E., if 
you do A, then B will happen to you.   A thetan can postulate 
anything.   He can have his cake and eat it too.   But here he 
was shown (and showed others) that when the cake is eaten, it is 
gone and can no longer be had.  Even the laws of energy and the 
very concept of energy itself had to be defined by these implant 
universes or else they would not be consistent from individual to 
individual.

A particularly nasty set of these implant universes laid in the 
dynamics.   Each impulse to survive is due to an implant that 
created a problem in survival.   Without the implant universe, 
the individual can start, change, and stop at will.   Only a 
heavy aberration gives him a need to survive.  This series of 
implant universes appears to have been built by all of us working 
together during the home universe era for use as a penalty for 
anti-social behavior.  These "Penalty Universes" will be covered 
in detail later.

Some of these universes have "items".   These are thought 
intentions that one receives as he goes through the experience.  
The thoughts sort of permeate the space of the universe at 
particular moments in the track.   These postulates were put 
there while the universe was intended and the individual gets 
them as he goes through it.

Every abberative mechanism addressed in Scientology can be found 
being laid in in one or more of these universes.   This not only 
includes aberrations such as interiorization or the overt/motivator
sequence but also thing like becoming infested with BTs (for 
a "good" reason) or making a goal go down a declining series of items.

Besides the aberrations of the grades and OT levels (and 
aberrations like the impulse to build actual GPMs), there is 
another abberative impulse which shows up in these.   It is the 
impulse to split off or abandon identities.   I.E., one becomes 
two, or you leave your real self behind etc.

After all of this, you still have someone fairly able.  He could 
disagree and throw this stuff away when he came out of it,  but 
he thereafter had considerations and the predisposition to 
getting in trouble on these various points of aberration.


4.  The later track

Before and parallel to this universe, there is a "magic" 
universe.   The magic universe was an agreed upon universe 
somewhat similar to this one but things worked a bit differently.

Although everyone was pretty much in this magic universe, we 
weren't quite as stuck in it as we are here.   It was still 
possible (with difficulty) to shift universes.

These old implant universes were still lying around.   Sometimes 
you find a wizard calling a demon (or genie or whatever) to carry 
someone off to "hell" so to speak.   Here you have the demon 
blanketing the individual and forcing him into one of these 
implant universes.   The demon gets a bad kickback out of this 
and, although the wizard knows better than to connect with the 
implant universe himself, he's got a big overt and becomes very 
motivator hungry (and sooner or later someone else dumps him in).

So you still find overt and motivator experiences of these 
implant universes as recent as the magic track (which can be 
quite recent).  We all had our turns at being wizards, demons, 
and victims in the magic universe.

This universe was built by the inhabitants of the magic universe 
to get rid of undesirables.  They set up the Incident 1 implant 
universe as a transfer mechanism to shift beings down from the 
magic universe into this universe.  Eventually almost everyone 
wound up down here.    Of course, there were frequent "escapes" 
from this universe, but they would eventually get caught and be 
shipped back here again.   This is why you may have recent magic 
track in between MEST universe track.

Eventually, most of the magic universe decayed since there were 
too few beings left to keep it properly mocked up.

The few remaining wizards (or rulers or powers or whatever) left 
there decided to invade this universe and come down in style.   
They'd round up escapees or collect beings from this universe, 
pull them all up into the magic universe, implant them, and make 
them up into an army.   This seems to have been done 5 times.   
These are the 5 invader force waves, but that's another story.

Once someone is in this universe, they are generally too pinned 
down (by repetitive uses of Inc 1) to be put through an implant 
universe.   So you don't generally find these in MEST universe 
track.   However, things out of implant universes, especially 
items and pictures, were often shot at the person with force.   
These are the electronic implants (OT 2 etc.).   There is also a 
similar mechanism used in magic track where implant items are 
laid in with force.

For example, take the Tiger implant universe (one of the penalty 
universes that laid in the dynamics).   The actual experience of 
being the Tiger and going around eating things (and hearing 
occasional TO EAT IS ... items coming as intentions (not words) 
from the space around you) is in the original implant universe.   
Here you are the tiger and look at other things through his eyes.   
But if your sitting in a chair in the incident and being hit with 
force and seeing pictures of a tiger walking around and hearing 
items in words, it is probably from some of the electronic 
implants used in this universe.   Very recently, in Incident 2, 
at one point there is a big Tiger face in the sky who says some 
of the items, and at another point, you're shown a tiger walking 
around in Kenya going through some of the experiences (and you're 
told that this is where the tiger universe really is).   These 
are all later restimulations of the original implant universe.



5. Factors involved in running implant universes

Most important is ITSA.   Spot what is what.   ITSA things.   
Notice the lies or wrong datums.   Blow by inspection when 
possible.   

You can go through these itsaing what happened.   Sometimes, you 
notice a whole large later dramatization of your own that was 
based on one of these.   If it comes up, itsa it.   It is 
important to get this itsa down on paper (even if there is no CS) 
to get it separated from yourself and the experience out where 
you can look at it.   Don't sit around Q & A ing on a whatsit.   
Spot what you can spot with certainty and the confusions will 
clear up as you keep accumulating rightnesses.

You can date these things relative to other experiences.   
Sometimes you have to go earlier either to an earlier occurrence 
of the same implant universe or a similar experience in an 
earlier different universe.

Getting off overts is very important.  Early on the track 
everyone was constantly working to trap and implant each other.  
Especially watch for the one that you regretted.  If you get a 
still picture, it might be an implant picture but it could also 
be some incident that you regretted heavily in which case it is 
the tail end of your doing something that you considered to be a 
terrible overt.  You were implanted to hit some poor victim by 
mistake whenever you went after an opponent.  As a result, it 
happened quite often and you cut your horsepower way down as a 
result.

BTs will show up on these.   If you've EPed Nots, they should 
easily blow on inspection.   The reason you didn't find them 
before (assuming OT 7 was done) is not due to the BT but to the 
fact that your confront was out the bottom on what the BT was 
being or where he was.

Identity splits will also show up.   If you've EPed these, the 
split should probably dissolve on inspection, but since these are 
not being handled as their own level right now, you might need to 
run out the split.   A split is usually created by making you 
take two viewpoints and then implanting each one with a goal.   
The goals of each side are detestable to the other so that you as 
each identity cannot bare to be the other identity and so keep 
them separate.   One handling is to find the detested goal on 
each side.  Another way is to simply blow through the valence 
wall by getting on both sides of it and being willing to be 
yourself.  Then handle any BTs who are trying to put the wall 
back or copy the valences or items involved.  If you run into a 
body in pawn, handle any BTs/Clusters you can find and then look 
for an identity split since one is generally set up as part of 
the mechanism that keeps you connected to the old body.  

(Aug 1996) Another trick is to have them "Point to the being you 
divided from".  This is probably the fastest and easiest technique 
and you don't need to be sure that it is a piece of yourself because 
this has some workability on pieces of other people.  
Often you can't recombine a piece of yourself 
because you have other pieces missing in between.  This 
shouldn't matter but it does seem to get in the way and this 
command works to handle it.  The split off piece might not rejoin 
you here but instead rejoins another part of yourself that is 
elsewhere.

Abandoned viewpoints may show up.   This is a special case of an 
identity split.   Here, you abandoned the old identity (and left 
it where it was) and started a new one.   Sometimes this is due 
to being completely trapped and 'dying' as a thetan but usually 
it is due to doing a GPM crossover (becoming what you 
detest).   Again, get the goal or item or overts.   Also watch 
for BTs holding identities trapped or holding them apart or 
together or whatever.

Watch out for earlier beginnings.   Sometimes a universe starts 
with a sequence like the factors giving a mimicry of separation 
from static before actually getting into the body of the 
experience.

When you run these implant universes, go back to the actual space 
and time that they were done in and mock them up there.   This is 
like the drill in the old OT 4.

Hopefully there will be platens for these so that you can just 
read them slowly going through them and itsaing as you go along.   
If you do have to research one from scratch, you'll need all of 
your bag of tricks as an auditor and some guts and good 
guesswork. 




THE UPPER DYNAMICS


29 July, 1990, Rev. 16 Dec 1992

The definition of the 8 dynamics has been used successfully for 
many years.  Much observation of life and the long history of 
workable auditing rundowns based on these show that they do, in 
some manner, form a complete set of the urges to survive.  But 
there have always been loose ends which hinted at something more.

First, there was the recognition that Survive was not the 
ultimate goal but simply a mid-point in the Create-Survive-
Destroy cycle.  Of course, one can do better than simply 
surviving on the 8 dynamics.  One can BE these 8 dynamics (see 
the Technique 80 lectures) or even create in each of these areas.  
But, although a being can operate along these lines, they do not 
seem to form a complete picture of surviving well as a thetan.  
Although a thetan can't help but survive in the sense of 
persisting, he can certainly survive well or poorly in his own 
estimation.  And his estimation of this only follows the 8 
dynamics to the degree that he has gone into agreement with 
physical universe survival.  It is not his normal baseline.  His 
native operation is up towards the create side.

Consider achieving ultimate survival in mest universe terms on 
these 8 dynamics even to the extent of being worshipped as a God 
and having ultimate persistence along all these 8 lines.  But 
imagine it with nothing more beyond this, no beauty or ethics or 
interesting games.  This would be a poor and tawdry thing for a 
thetan.  In fact, it would be a trap.  Infinite survival in 
physical universe terms is a curse, not a blessing.

Therefore, just as we see 8 dynamics reflecting the Survival or 
physical universe band of the scale, so we might conceive of 
another set of 8 reflecting the creative or Theta band.

The next clue was the mention of Aesthetics and Ethics as the 9th 
and 10th dynamics in the Philadelphia Doctorate Course lectures.  
Certainly these make sense in terms of Creative or Theta 
dynamics.  Also, we can see that the physical universe tries to 
make nothing out of these, but in spite of this, thetans do 
operate better when ethics and aesthetics are present.

Looking further, we see other factors that the thetan values.  He 
likes playing games and building things and figuring out logical 
problems, and especially, he loves to create.  Often you will see 
an individual considering one or more of these as being more 
important than good survival in mest universe terms.  Consider 
someone solving a crossword puzzle with no payback in terms of 
any of the 8 dynamics and perhaps even putting off eating and 
sleeping (good physical survival) to accomplish the task.  Is 
this some weird aberration laid in by an implant?  Or is it the 
individual's last remaining shreds of theta level operation 
persisting in spite of all physical universe evidence and 
objections.

I struggled long and hard to define these 8 upper dynamics and 
get them in the right order.  Much research of the whole track 
and implants gave many clues (there are many implants which try 
to abberate each of the 16 dynamics in sequence), but still the 
correct order eluded me.  Then one day, I saw that each of the 
lower dynamics had a slight tendency to sublimate into the 
corresponding upper dynamic.  This let me establish the order of 
the upper dynamics based on the known order of the lower ones.  
This brought considerable order and relief to other areas that I 
was researching and validated the entire pattern of dynamics.

The list of 16 dynamics is as follows:

1. self as a body                9. Ethics
2. Sex/Children/Family          10. Aesthetics
3. Groups                       11. Construction
4. Governments/Mankind          12. Reason
5. Lifeforms                    13. Change
6. MEST                         14. Games
7. Spirits                      15. Knowingness
8. Worship                      16. Creation


The 9th dynamic, Ethics, has been defined as the contemplation of 
optimum survival.  A major component in this might be referred to 
as Integrity.  For a being who cannot die, integrity is the 
cornerstone of real survival.  Whenever he has lost it, he has 
not truly survived in his own estimation.  

We might say that physical survival as a body sublimates upward 
into this Ethics dynamic.  Or, from another viewpoint, we might 
say that Ethics has been collapsed downward into physical 
survival.  Once the thetan has abandoned integrity and lost 
himself as a being, all that remains is the effort to persist as 
a physical mockup.

Note that I have reduced the definition of the first dynamic down 
to survival as a body.  We generally think of this dynamic as 
encompassing more theta qualities, but these are really the 
remnants of dynamics 9 to 16.  Once these theta dynamics have 
been crushed out of view, the last lingering traces can be 
attributed to personal survival since they are the thetan's last 
hold on survival as a being.

The 10th dynamic is Aesthetics.  It has often been said that sex 
can be sublimated into aesthetics.  We can also see that 
aesthetics is a huge band of theta enjoyment.  In the second 
dynamic, this enjoyment seems to have been collapsed into a 
simple physical act.

What about the close sharing and love between family members that 
occurs on the 2D?  It's more than simple ARC.  How would it 
manifest between beings without bodies?  Wouldn't it be proper to 
describe this as the intimate exchange of aesthetic waves between 
beings?

The eleventh dynamic is Construction.  This is the kick you get 
when you build something yourself.  The child putting together a 
model airplane is surviving on this dynamic as is the person who 
builds his own furniture for the fun of doing it.  You might say 
that this is simply survival through Mest, but it's not.  You can 
buy the child lots of model airplanes and they don't matter one 
whit compared to the one he built himself.  Here it's the 
construction itself that counts rather than the havingness.

Interestingly enough, this does sublimate upwards from the third 
dynamic.  Or rather, the third dynamic is to some degree a lower 
shadow of the Thetan's constructive impulses.  The biggest and 
most interesting constructive efforts involve groups of beings 
working in a coordinated effort.  This is a natural way for 
Thetans to build things and it is the way you would go about 
putting together a complicated universe.  When survival is not a 
problem and no one has to work for a living, they still join 
groups for the purpose of building things that are fun and 
interesting.

The 12th dynamic is Reason or Logic.  Here is the realm of the 
mathematician, the problem solver, and the player of thought 
oriented games.  Here I'm emphasizing the abstract problems 
because it's easier to see the urge in isolation from the other 
dynamics.

The 4th dynamic has been referred to as race and mankind.  But a 
better definition would be to consider it as those groups that 
one is born into.  The big difference between this and the 3rd 
dynamic is that in the 3D one has choice as to what groups to 
join but in the 4D your stuck with it and must figure out some 
reasonable way for everyone to get along together.  Governments 
generally fit more into the 4D characteristics rather than the 3D 
and should be considered here.

Since people cannot leave a 4D easily, this raises the entire 
area of law and legal systems.  This sublimates into the dynamic 
of reason since logic is the primary justification of law.

For the 13th dynamic, we have Change.  Thetans will alter and 
modify things just for the sake of change and variety.  No other 
reason is necessary.  Notice that this dynamic is above reason 
and often operates contrary to logic.  As Ron has pointed out, 
change and unpredictability are survival characteristics for a 
Thetan because it makes him difficult to manipulate and trap.  At 
a higher level, we see that altering things lends persistence and 
interest and variety.

In the fifth dynamic, we also see endless change and variety as 
one of it's greatest survival traits, so its reasonable to 
consider the 13th a sublimation of the 5th.

The 14th dynamic is Games.  The subject of games was frequently 
discussed in the materials of the 1950s and is obviously a 
keynote of theta operation.  As far as relating this to the 6th 
dynamic, it would seem that a playing field and implements and 
some rules about energy etc. would be necessary components in a 
game.  This is the only theta dynamic where a consistently paced 
sequential time rate would really be needed.  We might well 
consider the entire Mest universe to be no more than the 
components of a game.  Note that here we are referring to action 
games rather than the thought games of the 12th dynamic.

Knowingness or Understanding is the Fifteenth Dynamic.  This is 
higher than the dynamic of Reason and quite distinctly separate 
from it.  With reason, one follows a logical progression, but in 
the 15th dynamic one can just know.  Here we have the urge for 
knowledge and understanding even when there is no physical 
universe reward in sight.  Again we have something that has been 
extensively discussed in the early technology but not previously 
considered to be a dynamic.

Although one may come to understand something by study or reason, 
the higher levels of knowingness are achieved by pervasion, 
mockup, ARC with other beings, and by pure postulate.  In Mest 
universe operation, this is all closely related to survival as a 
spirit and with other spirits.

The 16th dynamic is Creation.  Here we have ourselves as gods 
rather than worshipping gods.  This is the cause side for which 
the Mest universe 8th dynamic (religion etc.) is the effect.

Of course all these 16 dynamics are inter-related.  Although I 
have pointed out that it's the upper 8 dynamics which are 
operational beyond the physical universe level, within this 
universe the lower 8 are vastly significant.  True survival here 
means operating fully on both sets of dynamics.

Note that each of these upper 8 dynamics have been used to trap 
and aberrate thetans.  Since the thetan wants to do these things, 
he can be suckered in and taken advantage of even when he is in a 
bodiless or OT state.  His own codes of ethics can be used to 
trick him into  punishing himself, his love of aesthetics can be 
used to lure him into traps, etc.  Total freedom would require 
being able to operate or not operate in these areas at will.  
Just because these areas are interesting doesn't mean that they 
have to be compulsive.  A thetan doesn't have to have a game, he 
only thinks he does.




PENALTY UNIVERSES, GENERAL INFORMATION

10 April 1990, rev. 15 Dec 1992


The Penalty Universes are a set of Implant Universes that date 
back to the home universe era.  Before reading this, you should 
be familiar with the material presented in the earlier section on 
Implant Universes.


1. Introduction

Underlying almost every datum that we take for granted, 
underlying all the consequences that we believe to be natural 
facts of life, underlying almost every abberative factor we know 
of whether it be implants or grade material or Nots, and 
underlying every scale and button discovered in Scientology is a 
specific series of implant universes which set these things up 
and laid them in so deep that they are the anatomy of life as we 
know it.  These things are the penalty universes which were part 
of the home universe matrix.

Conceive, for a moment, of someone who was nearly a god; An 
individual who was fully capable of creating matter and energy in 
space and time.  A being with but a few aberrations such as a 
preference for 3 dimensional creation and perception.  A being 
only slightly constrained in that he preferred to create his own 
universe (a "home" universe) in conjunction with the matrix 
rather than mocking up and throwing away entire universes off on 
his own.  Such a being does not need to survive (or even conceive 
of the concept of personal survival).  He is indestructible and 
he knows it.  He cannot be affected by any energies or trapped by 
any walls or barriers.  

At first he is only held by a desire to interchange things such 
as admiration with the other beings in the matrix.  Eventually, 
however, he puts so much work into his own creations within his 
home universe that he is reluctant to abandon them and he is so 
entertained by the creations of the other beings that he is 
reluctant to sever contact with them.  As a result, he can be 
trapped and controlled by his refusal to abandon his own and 
other's creations.

Besides the many home universes, the matrix also came to include 
many small agreed upon universes.  Groups of beings would create 
these as comfortable places for beings to meet or artistic 
creations or whatever.  There were also small fixed track 
universes that told stories or dramas for purposes of 
entertainment.  And eventually, there came to be a series of 
universes created for the purpose of inducing aberration as a 
penalty for troublemakers or whatever.  These are the penalty 
universes.


2. The Dynamics               

Each dynamic impulse to survive is laid in by a set of 4 implant 
universes.  Each implant universe establishes a goal and then 
abberates that goal so that it will become a problem in survival.  
Each dynamic has 4 parts which are the efforts to survive through 
each of the 4 goals laid in for the dynamic.  We are already 
familiar with some subdivisions such as breaking down the 2D into 
sex and children.  But actually there are more subdivisions.  
Based on the goals that came out by assessment, the 2D has 4 
parts.  These are the urge to survive by a) joining with a 2D 
partner, b)sexual satisfaction, c) reproduction (children), and 
d) caring for others.  The 4 goals are To Join, To Satisfy, To 
Reproduce, and To Care For.

We could argue a lot about what we think should or shouldn't be 
in a specific dynamic.  But that's beside the point.  When I 
caught on to the structure of 4 implant universes per dynamic, 
everything fell together in a nice and orderly fashion and things 
began to run well and easily.  Based on that, I would consider 
that the goals found are the correct definition of the dynamic 
and if it disagrees with some of our "think" on the matter, I 
would assume that we didn't get the definitions quite right.

There are also more dynamics that we previously thought.  We had 
a hint of Aesthetics and Ethics being the 9th and 10th dynamics 
from the PDC tapes, but the full set runs to 16 dynamics.  
Apparently, the upper 8 dynamics are so submerged in this 
universe that we hardly can see them as aiding survival.  Going 
back to the magic universe, there only seem to be 12 dynamics in 
real operation (which is where the 12 signs of the zodiac come 
from).  We have to go way back in the sequence of universes to 
find full operation on 16 dynamics.  See the discussion of
the upper dynamics presented earlier.


The upper dynamics are as follows:

9th Dynamic: Aesthetics

10th Dynamic: Ethics

11th Dynamic: Construction.  As a child you might have built a 
model and gotten a pro-survival feeling totally aside from any 
possible physical universe benefit.

12th Dynamic: Reason.  This is survival though logic or 
constructive thought.  Note that this is not the figure figure 
sort of think.  You can experience this as the lift you get out 
of solving a crossword puzzle or some other abstract problem.

13th Dynamic: Change.  I.E., survival though alter-isness or 
metamorphosis.

14th Dynamic: Games.  Just the act of playing a game is survival.  
It doesn't matter if you win a prize.  Kids know this until 
they're indoctrinated into the rules of this universe.

15th Dynamic: Knowingness.  This includes knowingness, 
understanding, and learned knowledge.  I would have lumped this 
together with the 13th dynamic if the goals hadn't insisted on 
separating out into two full sets of 4.  Once you think about it, 
the 2 dynamics are quite different.  It just goes to show how 
badly these dynamics have collapsed in this universe.

16th Dynamic: Creation.  This is survival as God.  The 8th 
dynamic turns out to be survival through worship etc.  Up here is 
where you find the real thing.  This is survival through creation 
and imagination.  Painting a beautiful picture is 9th dynamic, 
but mocking up the initial concept is 16th dynamic.  So is 
mocking up a universe.

We've been lumping the remnants of these upper 8 dynamics into 
the 1st dynamic.  Once you sort this out, you find that the first 
dynamic is simply survival as a body and the goals of the first 
dynamic are things like To Eat.  And at the bottom of the 1st 
dynamic, you find To Endure.  It's really survival as MEST.


3. Description

These penalty universes are 4 dimensional constructions created 
in their own space and time.   They have a fixed time track.   
You actually go through the experience when you are put through 
one.

Each penalty universe has a single goal.   The entire universe is 
designed to abberate this goal by causing it to decay down 
through about 10,000 or so items.   After this, you have something 
about which you have problems in survival and so it becomes a 
dynamic through which you survive instead of just being something 
you can do or not do at will.

There will also be a terminal, which is the thing that you are 
being throughout the experience.   Lets say that the goal was "to 
Wash" (this is not a real one but they are like this), then the 
terminal could be a "Housekeeper".   Note that it is not a 
"washer" or "one who washes".   The original choice of terminal 
seems to have been a simple arbitrary.   But of course, it is now 
recognized as something which seems very natural to be doing the 
goal.

There are items throughout the experience.   They are thought 
ridges that you receive as you go through it.   Most of them 
contain the goal and have the structure "TO (goal) IS TO (...)".   
For example, TO WASH IS TO BE CHEERFUL.   However, at basic, the 
charge is not on the item but on the experience.   The item only 
tells you what to think about it.   These items were restimulated 
by repeated runs through the universe and by later electronic 
implants which only contained the items.  As a result, the items 
can have significant charge, but the earliest charge is on the 
experience that happens along with the item.

These are not in a GPM flip flop pattern with terminal and opterm 
and alternation of two sides.   They are in a simple downward 
progression of the goal gradually becoming more and more 
abberated.   The general pattern of the progression is the tone 
scale from plus 40 to minus 40.   All the tone levels, scales, 
and buttons you have heard in Scientology are items in this 
thing.

This is the source of the tone scale.  It is an arbitrary that 
everyone follows like clockwork.   For example, there are items 
like TO WASH IS TO BE ANGRY etc. at their proper place in the 
sequence.  The experience on this one might be that someone 
throws a tomato at the window you just washed and you get angry.   
There are also somatic items such as "TO WASH IS TO HAVE A PAIN 
IN THE FOOT".   The experience on this might be dropping a bucket 
of water on you foot.  However, the somatic items often repeat so 
that the same item might occur again later as a mouse bites your
foot.

There is no specific opterm or op-goal.   Instead, the entire 
universe eventually works against you.   There are competitors 
and opponents who give you lots of trouble.   There might be 
cleaning women who go a better job and so take away your work, 
there might be tax collectors who interfere with your work, and 
there might be kids with spay cans who make life intolerable by 
making the windows unwashable.   Eventually perhaps the city 
passes an ordinance against washing and the police chase and 
capture you and execute you.

Up at the top of each of these penalty universes, the items and 
the experience are just wonderful.  All of the top scale buttons 
will be there and the aesthetic and aliveness in the experience 
are incredible.  Its so good that it really draws you in.  There 
is nothing in this universe that can compare with the tops of 
these penalty universes.  We were very powerful and high on the 
scale when we created these and it's far beyond our current 
capabilities.

When you run one of these, you have to spot that wonderful 
aesthetic at the top.  But don't get suckered by it.  It's the 
bait in the trap.  It leads you down to death and worse.  This is 
described in 8-80.  Now we have the actual incidents that did 
this.  Originally, it was only these wonderful aesthetics that 
caused you to keep mocking up the incident.

You can plot the whole thing against the tone scale.  It's an 
exact map of the incident.  Late in the incident, you're at the 
bottom of the scale and in horrible shape and getting hit with 
items that set up all the really abberated behavior.  Eventually 
you're captured and dragged before some god (usually one or another 
kind of statue) who zaps you and divides you against yourself for 
your crimes.  Then you're let go but you age and die fairly 
rapidly.

Unfortunately, death is not the end of the implant.  Once you're 
buried (or put in a mausoleum or whatever), there will be 
something that keeps your spirit in the grave.  Often it is a 
cross.  Or the people will chant or something over the grave to 
keep you in it.  You strain to get out and find that you can't.  
Then there are loads more items laying in bottom scale things 
(such as the bottom of the chart of attitudes).  Next, some sort 
of devils will come to drag your spirit out of the grave.  At 
this point, you start struggling (as the spirit of the 
housekeeper or whatever) to stay in the grave.  But they drag you 
out anyway and throw you in volcano where your "spirit" is 
tortured further.

The final item is "Stay There" and you are supposed to stay in 
there forever.  Of course whoever's blanketing you pulls off at 
this point and eventually you cognite and exteriorize out of the 
implant universe.

When I stumbled across these, I started by just trying to run 
items out of one of these.  I quickly found that I had to run the 
description as well as the item.  Each item I pulled off revealed 
more.  They were scattered all throughout the implant.  By 
metering, I managed to keep the items in order.  They came off in 
some sort of random associated fashion.  It was not possible to 
simply list each item in sequence.  Finally I was putting them on 
index cards and trying to keep the cards in order, locating the 
right position for each new item found.  Soon I had thousands of 
items for one specific goal and no end in sight.  They ran from 
plus 40 down to minus 40 on the tone scale and included the most 
incredible array of material.  Everything from showing you that a 
solution will become a new problem to laying in the mechanics of 
energy behavior.

It was starting to seem like an impossible task.  The items had 
loads of charge and had me jumping out of my skin handling them.  
The TA would sometimes fly up and down by a couple of divisions 
as an item went into restim and then was spotted.  Once the TA 
even went completely around the dial on a single item.  It was 
hair raising.

Then I found the earlier beginning to the incident.  It made 
everything easy.  


4. The Top of the Penalty Universes

The beginning of every one of these is the same.  It is an 
implanted parody of the Factors (see "The Creation of Human Ability"
by L. Ron Hubbard).  At the start, you are given the 
impression that you are the life static at the beginning of time.  
The first item is TO (goal) IS NATIVE STATE.  You go through a 
series of items that approximately follow the pattern of the 
factors except that each one is twisted a bit to include the 
goal.  For example, the decision is not "to be", it is "to 
(goal)".  In our made up example, it would be "to wash".  Your 
told that this is the original decision before all time and space 
and that it is the reason that you separated from native state.  
It's quite funny really.  These items are outlined in detail in 
the write-up on Penalty Universe Platen 1.

This platen has little charge in and of itself.  It has the 
unusual property of not being very restimulative.  It predates 
all charge and mostly seems funny rather than troublesome.  But 
you can destimulate just about anything by spotting the top of 
platen 1.  This leaves you free to muck about in the detail of 
the penalty universes and get all stirred up and then simply spot 
the top of platen 1 to blow the charge you restimulated.

First you run platen 1 which looses up the implant universe.  
Then you can just scan things off of the later portion of the 
incident rather than having to single shoot items.  If you get 
too enmired, you just run platen 1 again.  After doing a pass 
over the implant, you just spot the top of platen 1 to ensure 
that you don't leave anything in restimulation.  It lets you 
build up your muscles at scanning out items without running them 
in painstaking detail.  These penalty universes have an aggregate 
of close to a million items and this would seem to be the only 
practical way of handling them.

Terribly heavy late track incidents can be keyed out as well, but 
you have the difficulty of needing to know which of the penalty 
goals underlies the charge.  Also, many later implants tried to 
act as groupers on the penalty universes.  Just about every 
universe shifting implant (sentencing to a lower universe) 
restimulates the complete series in some fashion or other.  Also, 
many late track incidents are based on later goals such as the 
negative goals that were later appended to the penalty universe 
goals.  You have to blow out a few of the inversions before you 
can spot through a negative goal to reach the top of platen 1 on 
the positive goal that's up at basic on the whole mess.

Even so, you can cool down a late track mess up by running platen 
1 anyway.  You might be groggy and it doesn't read well, but you 
do it anyway and start to feel better.  At a minimum, it should 
keep you from getting sick on an out list.  In this kind of 
situation, you might also run the top goal (Create) in platen 1 
because many goals might have been restimulated and Create is 
earliest in most of the consecutive implanted restimulations of 
these things.

Another thing about platen 1 is that it opens up recall both on 
the details of the remainder of the penalty universe and, 
gradually, on the rest of your existence as well.


5. Context of the Penalty Universes

It seems that we built these things.  We did a series of 3 
dimensional mockups and layered them together to form each 
universe.  The entire thing is group postulated.  You will 
eventually be able to spot yourself together with other beings in 
a group working on specific items postulating them into 
existence.  I think that each being contributed a small piece to 
the design of the items and then joined a group to postulate 
large numbers of items into existence.  But no one individual 
worked on all of the items in any one penalty universe, so that 
there were always items that hit you for the first time when you 
got the implant.

Apparently we all thought it would be a good idea if we had some 
way to penalize a being if he was making trouble for others.

To implant somebody with one of these, a bunch of thetans would 
gang up on the victim and blanket him and enforce the start of 
track agreements of the penalty universe he was being thrown 
into.  You can find this on an overt flow as well as on a 
motivator flow.  You can even find a cross-flow where you watch 
others throwing another into one of these.  There are also some 
tricky situations where you turn the tables on somebody.  A crowd 
blankets you and you grab one of them and shift him under you so 
that he gets the implant first hand and acts as a buffer.  Or you 
have the overt intention of blanketing someone and he shifts 
around on you and you get pushed in instead.

Note that these were originally built and used at a time when
we were not fixated on bodies.  It was the continual use of the 
penalty universes which created the fixation on bodies.  In the
early experiences, the people blanketing each other are more like
nebulous clouds, but they would project bodies or symbols or 
whatever on an as needed basis.  The victim might just be a
cloud when you jump on him or he might have a body mocked up or
whatever.  Since he is often in his own universe, the environment
is his mockup and will start attacking you as you try to drag him off 
to the penalty universe.  He may manifest in various bodies or 
try to vanish or throw arrays of symbols at you etc.  It usually
took a team ganging up on somebody to overpower him in his own 
universe.  Of course sometimes he was in your universe when you
attacked him and then you had an easier time of it.  And occasionally
you failed and he got the better of you and tossed you into the
penalty universe instead.

You need to spot the overt side rather than just running these as 
motivators.  Also sometimes you need to spot the overt of 
contributing to the group creation of these before you can get 
platen 1 to read on a goal.

It is also useful to spot regretting having pushed someone into 
one of these.  This early on the track, you have very little 
concern about overts.  You don't withhold them or justify them or 
anything until you've been put through each of these penalty 
universes quite a few times.  But eventually you push someone in 
and later you see that it had an undesirable effect and you're 
sorry.  It's quite possibly the first regret on the track and the 
first time something really acts like an overt.  Later you build 
up more considerations and regretted having designed these things 
and feel bad about pushing people into them and that makes the 
earlier actions run like overts.  But they weren't when you did 
them.  It was just a lot of fun.

It's sort of like kids playing with matches and not imagining 
that anyone could get burned.


6. Structure of the Early Part of the Incident

There is actually quite an elaborate series of items before you 
get into the body of the "terminal" and begin experiencing the 
implant universe.  Section 1 is the same for every penalty 
universe except for the substitution of the goal into the 
wording.  The remaining sections are specific to the universe 
being implanted.  Of these, section 2 is the one that is 
important.  It lays in the symbols that will be used in the 
universe.  Apparently there was a need to explain what things 
were supposed to be before the main body of the incident would 
have any meaning.  It is possible that we will need to develop 
detailed item platens for section 2 of each universe to get full 
as-isness.  But that's not an excessively large number of items.  
This is followed by many sections of items where they get you to 
mockup and agree to the implant universe.  After all of this, you 
get pushed into the terminal's body and experience the universe.  
The sections are as follows:

Before the beginning, the individual is blanketed and pushed in.

Section 1 is the parody of the factors as laid out in platen 1.

Section 2 is the symbols.  These items all have the form "THIS 
MEANS ...".  They each have a picture of something significant in 
the incident and assign it a meaning.

Section 3: Anchor Points.  These items are of the form "To (goal) 
is to look for the ___ (something that acts as an anchor point)".  
They have you spot various things in the mocked up environment 
and extend anchor points into them so as to create the space of 
the universe.  For example, in our made up goal above, one of 
these items might be "to wash is to look for the cleaning 
bucket".  These items are in pairs with the "look for" 
immediately followed by a "connect to" for the same object.

Section 4 Agreements.  These are pairs of items.  They are in the 
form "To (goal) is to agree to the (...)", and "To (goal) is for 
the (...) to become real".  Various people, places, and things 
shown to you in the symbols section above are fitted into these 
items and you mock up agreement with them and make them real.
In early runs, this section tends to build up a great deal of
anticipation and interest in what is going to be shown to you
and what is going to happen in the penalty universe.  In later
runs, this has more of a feeling of dread fascination, like a
victim frozen in fear by the monster that is going to eat him.

Section 5 Mis-Remember.  These items are in the form "To (goal) 
is to remember agreeing to the (a) before (b)" where a and b are 
different items in the agreement section above.  They give you a 
wrong order for everything and get it all jumbled up.  It makes 
it very difficult to meter check which thing is before which 
other thing in the incident.

Section 6. Confusions.  These items are in the form "Now you 
become confused as to the sequence of agreements leading to (a) 
and (b)" where a and b are items from the agreements section.  
Also, they pair the items up differently here than in the mis-
remembers above.

Section 7. Future Postulates.  These are pairs of items.  The 
first one of each pair gets you to postulate that one of the 
things you agreed to above is now extended into the future.  The 
form of this first item is "To (goal) is to have future (item)".  
Then you look into the future and see it and get the item "To 
(goal) is to predict (item) in your future".  In our window 
washing example, one of the pairs might be "to wash is to have 
future windows" and "to wash is to predict windows in your 
future".  This gets you to extend the time track of the universe.  
It also gets you interested in what's going to happen in the 
universe.

Section 8.  The energy postulates.  You mock up the forces 
operating in the universe.  This section might belong earlier.  I 
have not done much work on it.

Section 9. The Decisions.  This is a short section where your 
getting various items about wanting to rush through to the end 
and wanting to be affected etc. while you moving in towards the 
terminal's body.  By this point, the thetan is usually tired of
just receiving items and want to get into the terminal and
get it over with already.

Section 10.  Joining.  This is a short section where you get 
items about deciding to be the terminal and entering the body 
etc.

All of the above sections together are probably only about 2000 
items.  At this point in the implant, you are in the body of the 
terminal and it is a "real" universe.  From here on, it runs with 
the tone scale from 40 on down.  The first part will be a series 
of 7 experiences of the goal quite high on the tone scale.  Each 
experience has quite a lot of items and your quite happy about it 
except for a few little nagging worries type items that are a 
sort of dramatic foreshadowing of the later parts of the 
incident.

Then the incident begins to carry you down the tone scale.  And 
it's mud from there on down.


                 =========================                                     
 
Continued in part 5B.