THEORY: The most adequate answer to life's puzzle is Games. The ordinary concept of games or play is comprehensible to anyone.
Games have many factors. Some work well in processing, some don't, all explain life.
The basic game of a thetan is evidently nothing versus something as in the process "make it solid". He can never really be something, thus can never really duplicate in himself a solid — yet he makes solids across spaces out of game impulse.
PRACTICE: Always process toward a games condition. Never process toward a no-game-condition. Always process games conditions. Never process no-game conditions. This is more complicated than you think.
All games are aberrative. All games are continuing by definition since an unstarted game isn't a game and a finished game isn't a game.
In the following list we have most processable games conditions and the most to be avoided no-game-conditions.
Each item on both lists could be "knowing games condition" or "unknowing games condition", "knowing no-games-condition", "unknowing no-games-condition".
Using both lists at a knowing games level, we have sanity. At an unknowing games level we have aberration, neurosis or psychosis.
Not know | Know |
forget | remember |
Interest | |
Disinterest | |
Attention | No Attention |
Self-Determinism | Pan-Determinism |
Identity | Namelessness |
Individuality | |
Problems | Solutions |
Can't Have | Have |
(games have some havingness) | |
Alive | Neither alive nor dead |
Opponents | Friends — alone |
Facsimiles | No pictures or Universes |
Continued Solidity | No spaces or solids |
Continued Adherence | |
Loyalty, disloyalty betrayal, help | No friends or enemies |
Motion | No Motion |
Emotion | Serenity |
Continued Action | Motionless |
Hot | No temperature |
Cold | |
Thinking | Knowing |
Hate | |
(some love) | |
Continued Doubt of Result | Win — Lose |
(Expecting a Revelation) | |
No Effect on Self | Effect on Self |
Effect on others | No Effect on others |
Stop Communication | No A R C |
Change Communication | No No-A R C |
Into It | Out of It |
Agitation | Calm |
Noise | Silence |
(some silence) | |
Control | No Control |
Start — Change — Stop | |
Change Most Imp | |
Responsibility | No Responsibility |
Inspecting these two lists we find all unlimited and highly workable processes under Games Conditions. We find all limited and unworkable processes under No-Game-Conditions. We then avoid No-Game-Conditions in processing. We process the pc playing as a game in all phases.
It is true that the Game Condition List contains a regimen unworkable in life. It isn't supposed to be. It's aberrative and we process it.
The only certain processes which can be run on No-Game-Conditions are Consequences (the penalty resulting from) and "Mock up a confusion to which (no-game-cond) could be a stable datum. "
Now behold that the list of No-Game-Conditions is a summary of the native state of a thetan. That means that the native state not only doesn't process but winds the pc up in difficulties if processed. To establish native state you run out the Unknowing Games Condition of the preclear.
Control Processing — Start — Change and Stop on objects or pc's body, emphasis on change.
Fight the Wall — Have pc with actual body or mock-ups fight the walls of room or objects in outside environment.
Opponents — Lie about, invent, opponents. This goes all the way south.
Individuality — Lie about, invent, an individuality that would impress people (8 dynamics).
Escape Processing — Mock up a mock-up and say bodies, Mest U, can't have it.
Effect Processing — Lie about an effect you're having. (I'm not having any effect from my tooth.)
Lie about an effect you are having on _______.
Problems — Lie about, invent, problem of comp mag to _______. How could that be a problem to you? Also consequences of solutions.
Solids — What are you looking at? Make it solid.
A vacuum is a super-cold object which if brought in contact with bank, drinks bank. Objects at 25°F or less have high electrical capacitance, low resistance. This was psychiatry billions of years ago. Shocks, ether, can act similarly. This is how one mechanically forgets past. He depends on pictures, loses pictures to a vacuum incident. Vacuums restimulate and drink up pc's havingness. They are just incidents. This is brainwashing. You encounter these running solids. Opponents, individualities, more solids, problems, undo them.
When one violates a game-condition, intends to have an effect on something and doesn't, he often puts the effect on his body. He thus gets a no-effect on opponent, makes an effect on self.
This is restimulation. It is also stimulus-response.
"Effect you could have on _______ (people, pcs, etc.)" remedies this.
Self audit while auditing same thing. Same process resolves.
The separation of valences is done by the following steps:
1. Get pc under control with start-change-stop. Lots of it.
2. Unjam track with "What are you looking at — make it solid. " — (anything jamming track can be run as a valence below.)
3. Choose valence or valences, weakest universe preferred.
4. "What would interest _______ (universe so chosen)?"
5. "Invent an opponent of comparable magnitude to _______. "
6. "What would get the attention of _______?"
7. "What _______ can’t have. (objectively only on room)"
8. "What could you protect _______ from?"
9. "What communication could you prevent _______ from originating?"
10. Problems of comparable magnitude to _______.
11. "Invent a game you could play with _______. "
12. "Make _______ fight the wall. "
Then run 4 to 12 again to check.
"What would interest _______?"
"What could get the attention of _______?"
"What __________ can't have?"
"What could you protect _______ from?"
"What could you protect your body from?"
"What would disinterest you?"
"What communication could you prevent _______ from originating?"