   
   CLASS VIII CONFIDENTIAL COURSE PACK PART 2/16




11. HCOB  15 MAY 63 THE TIME TRACK 1 ENGRAM RUNNING BY CHAINS


HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead, Sussex

HCO BULLETIN OF 15 MAY AD13

Central Orgs
Franchise

THE TIME TRACK 

AND

ENGRAM RUNNING BY CHAINS

BULLETIN 1

It has been so many years since engram running was a
familiar tool of the auditor that it is hard to know where
to begin to teach this skill all over again. Actually,
millions of words have been written or spoken on the
subject of running engrams. However, oddly enough there was
not one condensed, summary HCO Bulletin on the subject.
Engram running, developed, was never then summated. I will
therefore attempt to remedy the matter.

ENGRAM RUNNING SIMPLIFIED

No recapitulation or summation of materials was ever done
on engram running. Therefore while all lectures and books
on it are true, not one contains a final survey of engram
running including everything vital to this skill and the
laws which govern it. The material in books and tapes
should be reviewed. But the material in these HCO Bulletins
should be learned thoroughly as it takes precedence over
all earlier material.

WHY PEOPLE HAVE TROUBLE RUNNING ENGRAMS

I have gotten very impatient with the constant plea for a
rote set of commands to run engrams. The need for such
commands is a testimony to the Auditor's lack of knowledge
of the mechanics of the Time Track and the pc's behavior
during an engram running session.

An auditor must know the basic laws and mechanics of the
Time Track in order to run engrams. There is no rote
procedure and never will be that will be successful on all
cases in absence of a knowledge of what a Time Track is.

There is no substitute for knowing what engrams are and
what they do. Knowing that, you can run engrams. Not
knowing that, there is nothing that will take the place of
such knowledge. You have to know the behavior of and data
about engrams. There is no royal road that avoids such
knowledge. If you know all about engrams you can run them.
If you don't, you'll make a mess regardless of the commands
given for use.

Therefore the essence of engram running is a knowledge of
the character and behavior of engrams. This is not a vast
subject.

However, these three things stand in the way of learning
about engrams:

1. Engrams contain pain and unconsciousness; fear of pain
or inflicting pain causes the auditor not to confront the
pc's engrams and unconsciousness is after all a not knowing
condition; and

2. The auditor is so accustomed to projectionists reeling
off movies and TV programs for him or her that the auditor
tends to just sit while the action rolls forward, acting
like a spectator, not the projectionist.

3. Failure to handle Time in Incidents.

On (1) you can remedy this just by knowing about it and
realizing it and surmounting it, and on (2) you can remedy
the attitude by realizing that the auditor, not the pc (or
some installed movie projectionist), is operating the pc's
bank. (3) is covered later.

Take a pocket movie projector and any bit of a reel of film
and wind it back and forth for a while and you'll see you
are moving it. Then give a command and move the film and
you'll have what you're doing as an auditor. Many drills
can be developed using such equipment and (2) will be
overcome. (1) requires just understanding and the will to
rise superior to it.

THE TIME TRACK

The endless record, called the TIME TRACK, complete with 52
perceptions, of the pc's entire past, is available to the
auditor and his or her auditing commands.

The rules are: THE TIME TRACK OBEYS THE AUDITOR; THE TIME
TRACK DOES

NOT OBEY A PRECLEAR (early in auditing).

The Time Track is a very accurate record of the pc's past,
very accurately timed, very obedient to the auditor. If
motion picture film were 3D, had 52 perceptions and could
fully react upon the observer, the Time Track could be
called a motion picture film. It is at least
350,000,000,000,000 years long, probably much longer, with
a scene about every 1/25 of a second.

DEFINITIONS

That part of the Time Track that is free of pain and
misadventure is called simply the Free Track, in that the
pc doesn't freeze up on it.

Any mental picture that is unknowingly created and part of
the Time Track is called a FACSIMILE, whether an engram,
secondary, lock or pleasure moment.

Any knowingly created mental picture that is not part of a
Time Track is called a MOCK-UP.

Any unknowingly created mental picture that appears to have
been a record of the physical universe but is in fact only
an altered copy of the Time Track is called a DUB-IN.

Those parts of the Time Track that contain moments of pain
and unconsciousness are called ENGRAMS.

Those parts of the Time Track which contain misemotion
based on earlier engramic experience are called SECONDARIES.

Those parts of the Time Track which contain the first
moment an earlier engram is restimulated are called KEY-INS.

Those parts of the Time Track which contain moments the pc
associates with Key-ins are called LOCKS.

A series of similar engrams, or of similar locks, are
called CHAINS.

A BASIC is the first incident (engram, lock, overt act) on
any chain.

BASIC BASIC is the first engram on the whole Time Track.

Incidents are not in piles or files. They are simply a part
of the consecutive Time Track.

By INCIDENT is meant the recording of an experience, simple
or complex, related by the same subject, location or
people, understood to take place in a short and finite time
period such as minutes or hours or days.

A CHAIN OF INCIDENTS makes up a whole adventure or activity
related by the same subject, general location or people,
understood to take place in a long time period, weeks,
months, years or even billions or trillions of years.

An incident can be an engram, secondary, key-in or lock. A
chain of incidents can therefore be a chain of experiences
which are engrams, secondaries, key-ins and locks.

A chain of incidents has only one BASIC. Its BASIC is the
earliest engram received from or overt act committed
against the subject, location or beings which make it a chain.

THE INFLUENCE OF THE TIME TRACK

Shakespeare said all life was a play. He was right in so
far as the Time Track is a 3D, 52 perception movie which is
a whole series of plays concerning the preclear. But the
influence of it upon the preclear removes it from the class
of pretense and play. It is not only very real, it is what
contains whatever it is that depresses the pc to what he is
today. Its savageness relieved, the preclear can recover,
and only then. There is no other valid workable road.

There are valences, circuits and machinery in the reactive
mind, as well as Reliable Items and Goals. But these all
have their place on the Time Track and are part of the Time
Track.

The preclear, as a thetan, is the effect of all this
recorded experience. Almost all of it is unknown to him.

There are no other influencing agencies for the preclear
than the Time Track and Present Time. And Present Time, a
moment later, is part of the Time Track.

THE CREATION OF THE TIME TRACK

The preclear makes the Time Track as time rolls forward. He
does this as an obsessive create on a sub-awareness level.
It is done by an INVOLUNTARY INTENTION, not under the pc's
awareness or control.

The road to clear by making the preclear take over the
creating of the Time Track was long explored and proved
completely valueless and chancy.

The road to clear by making the preclear leave the Time
Track (exteriorization) lasts only for minutes, hours or
days and has proven valueless.

The road to clear, proven over 13 years of intense research
and vast numbers of auditing hours and cases, lies only in
an auditor handling the Time Track and removing from it, by
means governed by the Auditor's Code, the material, both
motivators and overts, which, recorded on it, is out of the
control of the pc and holds the pc at effect. Listing for
goals and reliable items, engram running, Prepchecking, Sec
Checking, recall processes and assists all handle the Time
Track successfully and are therefore the basis of all
modern processing.

APPARENT FAULTS IN THE TIME TRACK

There are no faults in the recording of the Time Track.
There are only snarls caused by groupers, and
unavailability and lack of perception of the Time Track.

A Grouper is anything which pulls the Time Track into a
bunch at one or more points.

When the grouper is gone the Time Track is perceived to be
straight.

Unavailability is caused by the pc's inability to confront
or BOUNCERS and DENYERS.

A BOUNCER throws the pc backward, forward, up or down from
the track and so makes it apparently unavailable. A DENYER
obscures a part of track by implying it is not there or
elsewhere (a mis-director) or should not be viewed.

Groupers, bouncers and denyers are material (matter,
energy, space and time in the form of effort, force, mass,
delusion, etc) or command phrases (statements that group,
bounce or deny). When a grouper, bouncer or denyer are
enforced by both material and command phrases they become
most effective, making the Time Track unavailable to the pc.

Unless the Time Track is made available it cannot be
as-ised by the pc and so remains aberrative.

The Time Track is actual in that it is made of matter,
energy, space and time as well as thought. Those who cannot
confront Mest think it is composed only of thought. A
grouper can make a pc fat and a bouncer thin if the pc is
chronically stuck in them or if the track is grouped or
made unavailable through bad auditing.

THE ORIGIN OF THE TIME TRACK

Through a great deal of study, not entirely complete, the
following surmises can be made about the Time Track, the
physical universe and the pc.

The tendency of the physical universe is condensation and
solidification. At least this is the effect produced on the
thetan. Continued dwelling in it without rehabilitation
causes the thetan to become less reaching (&quot;smaller&quot;) and
more solid. A thetan, being a static, may become convinced
he cannot duplicate matter, energy, space, or time or
certain intentions and so succumbs to the influence of this
universe. This influence in itself would be negligible
unless recorded by the thetan, stored and made reactive
upon the thetan as a Time Track, and then maliciously used
to trap the thetan.

Recent researches I have done in the field of aesthetics
tend to indicate that rhythm is the source of present time.
The thetan is carried along both by his own desire to have,
do or be and by having been overwhelmed in the distant past
by a continuous minute rhythm. This is a possible
explanation of a thetan's continuous presence in Present
Time. Present Time, then, can be defined as a response to
the continuous rhythm of the physical universe, resulting
in a hereness in nowness.

In response to this rhythm, undoubtedly assisted by overts
and implants and convictions of the need of recording, the
thetan began to respond to the physical universe in his
creations and eventually obsessively created (by means of
restimulatable involuntary intentions) the passing moments
of the physical universe. But only when he began to
consider these pictures important could they be used to
aberrate him.

These are only partly permanently created. Other moments of
the past become re-created only when the thetan's intention
is directed to them, on which these parts spontaneously
appear, the thetan not voluntarily creating them.

This forms the Time Track. Some parts of it, then, are
&quot;permanently&quot; in a state of creation and the majority of it
becoming created when the thetan's attention is directed to
them.

The &quot;permanently created&quot; portions are those times of
overwhelm and indecision which almost entirely submerged
the thetan's own will and awareness.

Such parts are found in implants and great stresses. These
parts are in permanent restimulation.

The mechanism of permanent restimulation consists of
opposing forces of comparable magnitude which cause a
balance which does not respond to current time and remains
&quot;timeless&quot; .

Such phenomena as the overt act-motivator sequence, the
problem (postulate counter-postulate), tend to hold certain
portions of the Time Track in &quot;permanent creation&quot; and
cause them to continue to exist in present time as
unresolved masses, energies, spaces, times and significances.

The intention of the physical universe (and those who have
become degraded enough to further only its ends) is to make
a thetan solid, immobile and decisionless.

The fight of the thetan is to remain unsolid, mobile or
immobile at will, and capable of decision.

This in itself is the principal unresolved problem and it
itself creates timeless mass which accomplishes the basic
purpose of a trap.

The mechanism of the Time Track can then be said to be the
primary action in making a thetan solid, immobile and
decisionless. For without a record of the past accumulating
and forming a gradient of solidification of the thetan, the
entrapment potential of the physical universe would be
negligible and the havingness which it offers might be
quite therapeutic. It probably requires more than just
living in the physical universe to become aberrated. The
main method of causing aberration and entrapment is
therefore found in actions which create or confuse the Time
Track.

A thetan has things beyond Matter, Energy, Space and Time
which can deteriorate. His power of choice, his ability to
keep two locations separate, his belief in self and his
ethical standards are independent of material things. But
these can be recorded in the Time Track as well and one
sees them recover when no longer influenced by the Time Track.

As the thetan himself makes his own Time Track, even if
under compulsion, and commits his own overts, even on
provocation, it can be said, then, that the thetan
aberrates himself. But he is assisted by mammoth betrayals
and his necessity to combat them. And he is guilty of
aberrating his fellows.

It is doubtful if another type of being built the physical
universe and still lurks within it to trap further. But
older beings, already degraded, have continuously been
about to help newer beings to go downhill.

Each Thetan had his own &quot;Home Universe&quot; and these colliding
or made to collide, probably are the physical universe. But
of this origin and these intentions we are not at this time
certain.

It is enough for us to resolve the problem of the
aberrative nature of this universe and provide a technology
which assuages that aberration and keeps one abreast of it.
This is practical and we can already do it. Further insight
into the problem will be a further bonus. And further data
is already in view.

L. RON HUBBARD

LRH: dr.rd 
Copyright  1963
by L. Ron Hubbard
ALL RIGHTS RESERVED

************** 

12. HCOB   8 JUN 63 THE TIME TRACK 2 HANDLING THE TIME TRACK


HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead, Sussex

HCO BULLETIN OF 8 JUNE AD13

Central Orgs
Franchise

THE TIME TRACK

AND

ENGRAM RUNNING BY CHAINS

BULLETIN 2

HANDLING THE TIME TRACK

Although finding and curtailing the development of the Time
Track at genus is not improbable, the ability of the
preclear to attain it early on is questionable without
reducing the charge on the existing track. Therefore, any
system which reduces the charged condition of the Time
Track without reducing but increasing the awareness and
decisionability of the preclear is valid processing. Any
system which seeks to handle the charge but reduces the
preclear's awareness and decisionability is not valid
processing but is degrading.

According to early axioms, the single source of aberration
is Time. Therefore any system which further confuses or
overwhelms the preclear's sense of time will not be beneficial.

Thus the first task of the student of engram running is to
master the handling of Time on the preclear's Time Track.
It must be handled without question, uncertainty or confusion.

Failing to handle the Time in the pc's Time Track with
confidence, certainty and without error will result in
grouping or denying the Time Track to the pc.

The prime source of ARC break in engram running sessions is
by-passing charge by Time mishandling by the auditor. As a
subhead under this, taking and trying to run incidents
which are not basic on a chain constitute an error in Time
and react on the pc like By-Passed RIs or GPMs.

An ARC break-less session requires gentle accurate time
scouting, the selection of the earliest Timed incident
available and the accurate Time handling of the incident as
it is run.

There are only a few reasons why some cannot run engrams on
pcs. These are: 1. Q and A with the pain and
unconsciousness of incidents;

2. Failing to handle the Time Track of the pc for the pc;

3. Failure to understand and handle Time.

2 and 3 are much the same. However, there are three ways to
move a Time Track about: (a) By Significance (the moment
something was considered);

(b) By Location (the moment the pc was located somewhere);

(c) By Time alone (the date or years before an event or years ago).

You will see all three have time in common. &quot;The moment
when you thought _____&quot; &quot;The moment you were on the
cliff______&quot; &quot;Two years before you put your foot on the
bottom step of the scaffold&quot; are all dependent on Time.
Each designates an instant on the Time Track of which there
can be no mistake by either auditor or pc.

The whole handling of the Time Track can be done by any one
of these three methods, Significance, Location, Time.

Therefore all projectionist work is done by the Time of
Significance, the Time of Location or Time alone.

The track responds. Those auditors who have trouble cannot
grasp the totality and accuracy and speed of that response.
The idiotic and wonderful precision of the Time Track
defeats the sloppy and careless. They wonder if it went.
They question the pc's being there.

They fumble about until they destroy their command over the
Time Track.

&quot;Go to 47,983,678,283,736 years 2 months, 4 days 1 hour and
six minutes ago.&quot; Well, a clear statement of it, unfumbled,
will cause just that to happen. The tiniest quiver of
doubt, a fumble over the millions and nothing happens.

Fumbled dating gets no dates. One must date boldly with no
throat catches or hesitations.

&quot;More than 40,000? Less than 40,000?&quot; Get it the first
read. Don't go on peering myopically at the meter asking
the same question the rest of the session. Accurate, Bold,
Rapid. Those are the watchwords of dating and Time Track
handling.

In moving a Time Track about, move only the track. Don't
mix it and also move the pc.

You can say &quot;Move to .&quot; You don't have to say (but you can)
&quot;The somatic strip will move to .&quot; But never say &quot;You will
move to .&quot; And this also applies to Present Time. The pc
won't come to Present Time. He's here. But the Time Track
will move to the date of present time unless the pc is
really stuck. In getting a pc to Present Time (unimportant
in modern engram running) say &quot;Move to (date month and year
of PT).&quot;

In scouting you always use To. &quot;Move To_____.&quot; In running
an engram or whatever, you always use THROUGH. &quot;Move
through the incident_____.&quot;

If an auditor hasn't a ruddy clue about the Time Track and
its composition, he or she won't ever be able to run
engrams. So, obviously, the first thing to teach and have
passed in engram running is Time Track Composition. When
the auditor learns that, he or she will be able to run
engrams. If the auditor does not know the subject of the
Time Track well, then he or she can't be taught to run
engrams, for no rote commands that cover all cases can
exist. You couldn't teach the handling of a motion picture
projector by rote commands if the operator had never
imagined the existence of film. An auditor sitting there
thinking the pc is doing this or that and being in a
general fuddle about it will soon have film all over the
floor and wrapped about his ears. His plea for a rote
command will just tangle up more film so long as he doesn't
know it is film and that he, not the preclear, is handling it.

If an auditor can learn this, he will then be able to learn
to run those small parts of the Time Track called engrams.
If an auditor can't run a pc through some pleasant Time
Track flawlessly, he or she sure can't run a pc through the
living lightning parts of that Track called Engrams.

An auditor who cannot handle the Time Track smoothly can
scarcely call himself an auditor as that's all there is to
audit besides postulates, no matter what process you are
using, no matter what process you invent and even if you
tried what is laughingly called a &quot;biochemical approach&quot; to
the mind. There's only a Time Track for the bios to affect.

There's a thetan, there's a Time Track. The thetan gets
caught in the Time Track. The job of the auditor is to free
the thetan by digging him out of his Time Track. So if you
can't handle what you're digging a thetan out of, you're
going to have an awful lot of landslides and a lot of
auditing loses for both you and preclears.

Invent games, devices, charts and training aids galore and
teach with them and you'll have auditors who can handle the
Time Track and run engrams.


CHARGE AND THE TIME TRACK

Charge, the stored quantities of energy in the Time Track,
is the sole thing that is being relieved or removed by the
auditor from the Time Track.

When this charge is present in huge amounts the Time Track
overwhelms the pc and the pc is thrust below observation of
the actual Track.

This is the State of Case Scale. (All levels given are
major levels. Minor levels exist between them.)

Level (1) NO TRACK - No Charge.

Level (2) FULL VISIBLE TIME TRACK - Some Charge.

Level (3) SPORADIC VISIBILITY OF TRACK - Some heavily charged areas.

Level (4) INVISIBLE TRACK - Very heavily charged areas
(Black or Invisible Field) exist.

Level (5) DUB-IN - Some areas of Track so
heavily charged pc is below consciousness in them.

Level (6) DUB-IN OF DUB-IN - Many areas of Track
so heavily charged, the Dub-in is submerged.

Level (7) ONLY AWARE OF OWN - Track too heavily charged
EVALUATIONS to be viewed at all.

Level (8) UNAWARE - Pc dull, often in a coma.

On this new scale the very good, easy to run cases are at
Level (3). Skilled engram running can handle down to Level
(4). Engram running is useless from Level (4) down. Level
(4) is questionable.

Level ( 1 ) is of course an OT. Level (2) is the clearest
clear anybody ever heard of. Level (3) can run engrams.
Level (4) can run early track engrams if the running is
skilled. (Level (4) includes the Black V case.) Level (5)
has to be run on general ARC processes. Level (6) has to be
run carefully on special ARC processes with lots of
havingness. Level (7) responds to the CCHs. Level (8)
responds only to reach and withdraw CCHs.

Pre-Dianetic and Pre-Scientology mental studies were
observations from Level (7) which considered Levels (5) and
(6) and (8) the only states of case and oddly enough
overlooked Level (7) entirely, all states of case were
considered either neurotic or insane, with sanity either
slightly glimpsed or decried.

In actuality on some portion of every Time Track in every
case you will find each of the Levels except (l )
momentarily expressed. The above scale is devoted to
chronic case level and is useful in Programming a case. But
any case for brief moments or longer will hit these levels
in being processed. This is the Temporary Case Level found
only in sessions on chronically higher level cases when
they go through a tough bit.

Thus engram running can be seen to be limited to higher
level cases. Other processing, notably modern ARC
processes, moves the case up to engram running.

Now what makes these levels of case?

It is entirely charge. The more heavily charged the case,
the lower it falls on the above scale. It is charge that
prevents the pc from confronting the Time Track and
submerges the Time Track from view.

Charge is stored energy or stored or recreatable potentials
of energy.

The E-Meter registers charge. A very high or low tone arm,
a sticky or dirty needle, all are registrations of this
charge. The &quot;chronic meter of a case&quot; is an index of
chronic charge.

The fluctuations of a meter during a session are
registering relative charge in different portions of the
pc's Time Track.

More valuably the meter registers released charge. You can
see it blowing on the meter.

The disintegrating RR, the blowing down of the TA, the
heavy falls, the loosening needle all show charge being
released.

The meter registers charge found and then charge released.
It registers charge found but not yet released by the
needle getting tight, by DN, by a climbing TA or a TA going
far below the clear read. Then as this cleans up, the
charge is seen to &quot;blow&quot;.

Charge that is restimulated but not released causes the
case to &quot;charge up&quot;, in that charge already on the Time
Track is triggered but is not yet viewed by the pc. The
whole cycle of restimulated charge that is then blown gives
us the action of auditing. When prior charge is
restimulated but not located so that it can be blown, we
get &quot;ARC Breaks&quot;.

The State of Case, the Chronic Level, as given on the above
scale, is the totality of charge on the case. Level (I) has
no charge on it. Level (8) is total charge. The day to day
condition of a case, its temper, reaction to things,
brightness, depends upon two factors, (a) the totality of
charge on the case and (b) the amount of charge in
restimulation. Thus a case being processed varies in tone
by (a) the totality of charge remaining on the case (b) the
amount of charge in restimulation and (c) the amount of
charge blown by processing.

Charge is held in place by the basic on a chain. When only
later than basic incidents are run charge can be
restimulated and then bottled up again with a very small
amount blown. This is known as &quot;grinding out&quot; an incident.
An engram is getting run, but as it is not basic on a
chain, no adequate amount of charge is being released.

Later than basic incidents are run either (a) to uncover
more basic (earlier) incidents or (b) to clean up the chain
after basic has been found and erased.

No full erasure of incidents later than basic is possible,
but charge can be removed from them providing they are not
ground out but only run lightly a time or two and then an
earlier incident on the chain found and similarly run. When
the basic is found it is erased by many passes over it.
Basic is the only one which can be run many times. The
later the incident is (the further from basic) the more
lightly it is run.

There is no difference in the technology required to run a
basic or a later incident. It is only the number of times
THROUGH that differs. Basic is run through many times. A
somewhat later engram is run through a couple of times. An
engram very late on the chain is gone through once.
Otherwise all engrams whether basic or not are run exactly
the same.

Engrams are run to release Charge from a case. Charge is
not released to cure the body or to cure anything physical
and the meter cures nothing. Charge is released entirely to
return to a thetan his causation over the Time Track, to
restore his power of choice, and to free him of his most
intimate trap, his own Time Track. You cannot have decent,
honest or capable beings as long as they are trapped and
overwhelmed. While this philosophy may be contrary to the
intentions of a slavemaster or a degrader it is
nevertheless demonstrably true. The universe is
not itself a trap capable only of degradation. But beings
exist who, beaten and overwhelmed themselves, can utilize
this universe to degrade others.

The mission of engram running is to free the charge which
has accumulated in a being and so restore that being to
appreciated life.

All cases, sooner or later, have to be run on engrams, no
matter what else has to be done.

For it is in engrams that the bulk of the charge on the
Time Track lies. And it is therefore those parts of the
Time Track called engrams which overwhelm the thetan. These
contain pain and unconsciousness and are therefore the
record of moments when a thetan was most at effect and
least at cause. In these moments then the thetan is least
able to confront or to be causative.

The engram also contains moments when it was necessary to
have moved and most degrading to have held a position in space.

And the engram contains the heaviest ARC Break with a
thetan's environment and other beings.

And all these things add up to charge, an impulse to
withdraw from that which can't be withdrawn from or to
approach that which can't be approached, and this, like a
two pole battery, generates current. This constantly
generated current is chronic charge. The principal actions are:

(a) When the attention of the thetan is directed broadly in
the direction of such a track record the current increases.

(b) When the attention is more closely (but not forcefully)
and accurately directed, the current is discharged.

(c) When the basic on the chain is found and erased, that
which composes the poles themselves is erased and later
incidents eased, for no further generation is possible by
that chain and it becomes incapable of producing further
charge to be restimulated. The above are the actions which
occur during auditing. If these actions do not occur
despite auditing, then there is no case betterment, so it
is the auditor's responsibility to make sure they do occur.

As the Time Track is created by an involuntary response of
the thetan, it is and exists as a real thing, composed of
space, matter, energy, time and significance. On a Level
(8) Case the Time Track is completely submerged by charge
even down to a total unawareness of thought itself. At
Level (7) awareness of the track is confined by extant
charge to opinions about it. At Level (6) charge on the
track is such that pictures of pictures of the track are
gratuitously furnished, causing delusive copies of
inaccurate copies of the track. At Level (5) charge is
sufficient to cause only inaccurate copies of the track to
be viewable. At Level (4) charge is sufficient to obscure
the track. At Level (3) charge is sufficient to wipe out
portions of the track. At Level (2) there is only enough
charge to maintain the existence of the track. At Level (1)
there is no charge and no track to create it. All charge
from Level (1) and up into higher states that is generated
is knowingly generated by the thetan, whose ability to hold
locations in space and poles apart results in charge as
needful. This would degenerate again as he put such matters
on automatic or began once more to make a Time Track, but
these actions alone are not capable of aberrating a thetan
until he encounters further violent degradation and
entrapment in the form of implants. Aberration itself must
be calculated to occur. The existence of a Time Track only
makes it possible for it to occur and be retained. Thus a
thetan's first real mistake is to consider his own pictures
and their recorded events important, and his second mistake
is in not obliterating entrapment activities in such a way
as not to become entrapped or aberrated in doing so, all of
which can be done and should be.

Engram running is a step necessary to get at the more
fundamental causes of a Time Track and handle them.

So it is a skill which must be done and done well.

L. RON HUBBARD

LRH: dr jh 
Copyright  1963
by L. Ron Hubbard
ALL RIGHTS RESERVED

**************

13. HCOB  26 JUN 78 r. 15 SEP 78 R3RA ENGRAM RUNNING BY CHAINS


HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead, Sussex

HCO BULLETIN OF 26 JUNE 1978RA

Issue II

REVISED 4 SEPTEMBER 1978
RE-REVISED 15 SEPTEMBER 1978

Remimeo
All Auditors (Revisions in this type style)
(Ellipsis indicates deletion)

CANCELS

HCOB 26 MAY 1978 Issue II
BTB 6 MAY 1969RA Issue II

New Era Dianetics Series 6RA

IMPORTANT: Included in the vital revisions of this bulletin are a
change in the order of R3RA commands and
additional data on Dianetic EPs and postulates.

ROUTINE 3RA

ENGRAM RUNNING BY CHAINS

Ref: 
HCOB 23 Apr 69RII DIANETIC ERASURE &amp; HOW TO ATTAIN
HCOB 2 Dec 69R RISING TA
HCOB 28 May 69R HOW NOT TO ERASE
HCOB 23 May 69R AUDITING OUT SESSIONS NARRATIVE VERSUS SOMATIC CHAINS
HCOB 2 Apr 69RA DIANETIC ASSISTS
HCOB t3 Sep 78 R3RA ENGRAM RUNNING BY CHAINS AND NARRATIVE 
R3RA-AN ADDITIONAL DIFFERENCE
HCOB 16 Sep 78 POSTULATE OFF EQUALS ERASURE

The search to unravel the mystery of the human mind was so
long and so complex that it had many turnings. Methods were
changed so as to be perfected as understanding increased in
the research line. Unfortunately this was taken advantage
of by some of questionable intent.

Because there had been changes and perfecting actions they
could introduce unworkable changes that would go relatively
undetected.

Probably this is the fate of all subjects and why Man is in
a state of high material cultural achievement yet does not
have really workable equipment and is in a terrible mess,
surrounded on every hand by a failing material culture.

Probably the heaviest hat I've worn in recent years is the
recovery of lost Dianetic and Scientology tech and
eradicating and correcting alterations introduced into the
subject by others.

Given a knowledge of the composition and behavior of the
time track, engram running by chains is so simple that any
auditor begins by overcomplication. You almost can't get
uncomplicated enough in engram running.

In teaching people to run engrams in 1949, my chief despair
was summed up in one sentence to the group I was
instructing: &quot;All auditors talk too much.&quot; And that's the
first lesson.

The second lesson is: &quot;All auditors acknowledge too
little.&quot; Instead of cheerily acking what the pc said and
saying &quot;Continue,&quot; auditors are always asking for more data
and usually for more data than the pc could ever give.
Example: Pc: &quot;I see a house here.&quot; Auditor: &quot;Okay.

How big is it?&quot;

That's not engram running, that's just lousy &quot;Q and A.&quot;

The proper action is: Pc: &quot;I see a house here.&quot; Auditor:
&quot;Okay. Continue.&quot; The exceptions to this rule are
non-existent. This isn't a special brand of engram running.

It is modern engram running. It was the first engram
running and is the latest and you can put aside any
complications in between.

The rule is ACKNOWLEDGE WHAT THE PC SAYS AND TELL HIM TO
CONTINUE.

Then there's the matter of being doubtful of control. Wrong
example: Auditor: &quot;Move to yesterday. Are you there? How do
you know it's yesterday? What do you see that makes you
think....&quot; FLUNK, FLUNK, FLUNK.

Right example: Auditor: &quot;Move to the beginning of that
incident and tell me when you are there.&quot; (Pc answers.)
&quot;What do you see? . . . . . . . . . . Good.&quot;

Another error is a failure to take the pc's data. You take
the pc's data. Never take his orders.

EARLY ENGRAM RUNNING

No auditor who knew earlier than June 1978 engram running
should consider he or she knows how to run engrams.

Routine 3RA is itself. It has no dependence on earlier
methods of running engrams.

Failure to study and learn R3RA &quot;because one knows about
engram running&quot; will cause a lot of case failure.

If you know old-time engram running there is no attempt
here to invalidate you or that knowledge or make you wrong
in any way. Those are all ways to run engrams and gave you
a better grasp on it. I only wish to call to your attention
that R3RA is not old-time engram running.

ROUTINE 3RA

Engram running by chains is designated &quot;Routine 3RA.&quot;

It is a new triumph of simplicity. It does not demand
visio, sonic or other perception at once by the pc. It
develops them.

R3RA REVISED BY STEPS

The first thing the auditor does is to make sure the room
and session are set up. This means, in other words, that
the room is as comfortable as possible and free from
interruptions and distractions; that the auditor's meter is
fully charged and set up and that the auditor has all the
administrative supplies he will need for the session.
Prepared correction lists for Dianetics must also be included.

He has the C/S for that session.

The pc is seated in the chair furthest from the door and is
asked to pick up the cans.

The auditor checks that the pc has had enough to eat by
doing the metabolism test and also checks that the pc has
the correct sensitivity setting by having the pc squeeze
the cans and adjusting the sensitivity knob so that the
needle registers one third of a dial fall when squeezing
the cans.

The auditor then starts the session by saying, &quot;This is the
session&quot; (Tone 40).

The auditor then puts in the R (reality) factor with the pc
by telling the pc briefly what he is going to do in the
session.

PRELIMINARY STEP:

Establish the type of chain the pc is to run by assessment.
Ref: HCOB 18 June 78 New Era Dianetics Series 4, ASSESSMENT
AND HOW TO GET THE ITEM.

R3RA COMMANDS

FLOW 1:

STEP ONE:

Locate the first incident by the command &quot;Locate a time
when you had_____.&quot; STEP TWO:

&quot;When was it?&quot; You accept any time or date or approximation
the pc gives you. Do not attempt any dating drill.

STEP THREE:

Move the pc to the incident with the exact command, &quot;Move
to that incident.&quot; (This step is omitted if the pc keeps
telling you he is there already.)

STEP FOUR:

&quot;What is the duration of that incident?&quot; Accept any
duration the pc gives you or any statement he makes about
it. Do not attempt to meter him a more accurate duration.

STEP FIVE:

Move the pc to the beginning of the incident with the exact
command: &quot;Move to the beginning of that incident and tell
me when you are there.&quot;

STEP SIX:

Ask pc what he or she is looking at with the exact command:
&quot;What do you see?&quot; (If the pc's eyes are open, tell the pc
first, &quot;Close your eyes,&quot; acknowledge him quietly for doing
so and then give him the command.)

STEP SEVEN:

&quot;Move through that incident to a point (duration pc said) later.&quot;

STEP EIGHT:

Ask nothing, say nothing, do nothing (except observe the
meter or make quiet notes) while pc is going through the
incident. If pc comments before reaching the end say &quot;OK,
continue.&quot;

STEP NINE:

When the pc reaches the end of the incident say only: &quot;What
happened?&quot;

Take whatever pc says, acknowledge only as needful. Say
nothing else, ask nothing else.

When pc has told little or much and has finished talking,
give him a final acknowledgement .

If the TA has risen (from its position at Step 1) the
auditor immediately checks for an earlier incident (Step
G). If no earlier incident, he asks for an earlier
beginning to the incident (Step H).

If the TA is the same or lower, he runs the incident
through again (Step A).

In going through an incident the second or successive times
one DOES NOT ask for date and duration or any description.

A. (When the pc has told what happened and the auditor has
acknowledged) &quot;Move to the beginning of that incident and
tell me when you are there.&quot;

B. &quot;Move through to the end of that incident.&quot;

C. (When the pc has done so) &quot;Tell me what happened.&quot;

Ca. &quot;Is that incident erasing or going more solid?&quot; (TA
rising means the incident has gone more solid so the
question is unnecessary if TA is higher.)

If the incident is erasing, go through it again (Step D).

If it has gone more solid, ask for an earlier incident
(Step G) and if no earlier incident, ask for an earlier
beginning (Step H).

D. &quot;Return to the beginning of that incident and tell me
when you are there.&quot; E. &quot;Move through to the end of that
incident.&quot;

F. &quot;Tell me what happened.&quot;

Fa. &quot;Is that incident erasing or going more solid?&quot; (TA
rising means the incident has gone more solid so the
question is unnecessary if TA is higher.)

If the incident is erasing, go through it again (Step D).

If it has gone more solid, ask for an earlier incident
(Step G) and if no earlier incident, ask for an earlier
beginning (Step H).

G. &quot;Is there an earlier incident when you had a (exact same
somatic)?&quot;

Continue on down the chain of the SAME somatic using Steps
2-9, A, B. C, D, E, F. G. H. and EYE.

H. &quot;Is there an earlier beginning to this incident?&quot; or
&quot;Does the one we are running start earlier?&quot; or &quot;Does there
seem to be an earlier starting point to this incident?&quot;
(If not, give command D and put the pc through the incident
again. If there is an earlier beginning, give command EYE.)

EYE. &quot;Go to the new beginning of that incident and tell me
when you are there.&quot; (Followed by B. C.)

POSTULATE OFF EQUALS ERASURE

When it appears that you have reached the basic incident of
the chain and that it is erasing, after each pass through, ask:

&quot;Has it erased?&quot;

The pc sometimes thinks the incident is erasing but it's
not erasing, so you have to go back to your G. H. EYE
followed by 2-9, A-EYE. In some cases this can happen
several times in one chain.

The postulate coming off is the EP of the chain and means
that you have obtained an erasure. This will be accompanied
by F/N and VGIs.

Getting the postulate is the important thing. Even if you
get an F/N you don't call the F/N UNTIL you've gotten the
postulate, at which time you have reached the EP and end
off on that chain.

If the pc says the chain has erased, but the postulate made
during the time of the incident has not been volunteered by
the pa ask:

&quot;Did you make a postulate at the time of that incident?&quot;

Only when the postulate has come off to F/N and VGIs can
one consider that the full EP of a Dianetic incident or
chain has been reached.

You must recognize what the postulate is when it comes up.
If you overrun past the postulate you can really mess a pc
up and he may need extensive repair. All you're trying to
get off the line is the postulate. That is what is keeping
the chain there.

If the pc has given the postulate to F/N and VGIs, that is
it. You have the EP of that chain.

GOING EARLIER

Ordinarily one runs an incident through twice, (Steps 1-9
then A-C), to unburden it and allow the pa to locate
earlier incidents on the chain.

However, the TA rising on Step 9 is an indication that
there is something earlier. If the auditor observes the TA
rising, he should ask the pc if there is an earlier
incident, using in the command the exact same somatic or
feeling used in Step One. If there is no earlier incident
he asks if there is an earlier beginning.

An auditor should never solidify a pays bank by putting him
through an incident TWICE, when by observation of the TA it
is c/ear that the incident has gone more solid by the end
of the FIRST run through.

Checking for an earlier incident after the first run
through (if the TA has risen) is the solution to this.

If, after the second pass through, when you have asked the
pc &quot;Is the incident erasing or going more solid?&quot; and the
pc doesn't know or isn't sure, ask for an earlier incident.

Never ask erasing/solid in the middle of an incident.

BOUNCERS

If the pc is out of the session, out of the incident,
bounces from the incident, etc., you would have to have him
or her RETURN to the beginning of the incident and move
through the incident, returning the pc to the incident as
necessary.

The pc who bounces out of an incident on a &quot;bouncer&quot; has to
be put back into the incident and continue running it.

The commands to do this are: As soon as you have seen that
the pc has bounced give him command D (&quot;Return to the
beginning of that incident and tell me when you are
there.&quot;), followed with E, F. Fa.

FLOWS 2, 3 AND 0

Step One and Step G (going earlier) commands for Flows 2, 3
and 0 are:

FLOW 2:

STEP ONE:

&quot;Locate an incident of your causing another_____ (the exact
somatic or feeling used in Flow 1).&quot;

STEP G:

&quot;Is there an earlier incident of your causing another_____
(the exact somatic or feeling used in Flow 1)?&quot;

FLOW 3:

STEP ONE:

&quot;Locate an incident of others causing others_____ (plural
of the somatic or feeling used in Flow 1). &quot;

STEP G:

&quot;Is there an earlier incident of others causing
others_____(plural of the exact somatic or feeling used in
Flow 1)?&quot;

FLOW 0:

STEP ONE:

&quot;Locate an incident of you causing yourself_____(the exact
somatic or feeling used in Flow 1).&quot;

STEP G:

&quot;Is there an earlier incident of you causing
yourself_____(the exact somatic or feeling used in Flow 1)?&quot;

Each of these Step One and Step G commands are run on the
full verbatim 1-9, A-EYE steps as given herein.

NARRATIVE R3RA

A narrative item is often run to run out the physical
experiences the person has just undergone. This could be
for example an accident, illness, an operation or emotional
shock.

However, a condition or circumstance without an incident is
NOT narrative. It's just an incorrect item. An example of
this would be trying to run the item, &quot;Obstruction of
justice.&quot; It would not run as there is no exact incident there.

Narratives are too often just run through once or twice and
abandoned. This, unfortunately, leaves the incident still
charged and affecting the pc. A narrative needs to be run
and run and run on that one incident. What you are doing is
running the incident narrative to erasure and only going
earlier similar if it starts to grind very badly.

Most narratives will run out by themselves without going
earlier even though it takes a very long time but if you
want to change somebody's life, that's how you can do it.

When you are running a narrative you always add the known
incident to the command.

Using the earlier beginning command in running narratives
is essential. For example: If the pc is running out a death
of somebody closely related to him you will find that the
incident actually started when he heard the phone ring,
then, going back earlier to when somebody looked at him
peculiarly, etc.

So using the earlier beginning command in narrative running
is VITAL.

The commands for Narrative are:

FLOW 1:

STEP ONE:

&quot;Return to the time you______(specific incident) and tell
me when you are there.&quot; Steps 2-9 are followed (3 is
omitted as you have already got the pc to the incident by
giving him the first command, &quot;Return to the time....&quot;).

Earlier beginning (Step H) is checked after each run
through the incident. If there is one, send the pa to the
new beginning of the incident (Step EYE) then follow with
Steps B and C.

If there is no earlier beginning, return the pa to the
incident with Step A, followed by B and C, again checking
earlier beginning (Step H) at the end of each run through
the incident.

On third and subsequent runs through the incident use steps
D, E, F making certain to check for earlier beginning after
each pass through, and only when the pa is obviously
starting to grind and gets no place does one then use the
command, &quot;Is there an earlier similar incident?&quot; FLOW 2:

STEP ONE:

&quot;Return to the time you caused another to/a (specific
incident) and tell me when you are there.&quot;

Steps 2-9 are followed (3 is omitted as you have already
got the pc to the incident by giving him the first command,
&quot;Return to the time . . .&quot;).

Earlier beginning (Step H) is checked after each run
through the incident. If there is one, send the pc to the
new beginning of the incident (Step EYE) then follow with
Steps B and C.

If there is no earlier beginning, return the pa to the
incident with Step A, followed by B and C, again checking
earlier beginning (Step H) at the end of each run through
the incident.

On third and subsequent runs through the incident use Steps
D, E, F. making certain to check for earlier beginning
after each pass through, and only when the pa is obviously
starting to grind and gets no place does one then use the
command, &quot;Is there an earner similar incident?&quot; FLOW 3:

STEP ONE:

&quot;Return to the time others caused others to/a (specific
incident) and tell me when you are there.&quot; Steps 2-9 are
followed (3 is omitted as you have already got the pc to
the incident by giving him the first command, &quot;Return to
the time....&quot;).

Earlier beginning (Step H) is checked after each run
through the incident. If there is one, send the pc to the
new beginning of the incident (Step EYE) then follow with
Steps B and C.

If there is no earlier beginning, return the pa to the
incident with Step A, followed by B and C, again checking
earlier beginning (Step H) at the end of each run through
the incident.

On third and subsequent runs through the incident use steps
D, E, F. making certain to check for earlier beginning
after each pass through, and only when the pc is obviously
starting to grind and gets no place does one then use the
command, &quot;Is there an earlier similar incident?&quot; FLOW 0:

STEP ONE:

&quot;Return to the time you caused yourself to/a (specific
incident) and tell me when you are there.&quot;

Steps 2-9 are followed (3 is omitted as you have already
got the pc to the incident by giving him the first command,
&quot;Return to the time....&quot;).

Earlier beginning (Step H) is checked after each run
through the incident. If there is one, send the pa to the
new beginning of the incident (Step EYE) then follow with
Steps B and C.

If there is no earlier beginning, return the pc to the
incident with Step A, followed by B and C, again checking
earlier beginning (Step H) at the end of each run through
the incident.

On third and subsequent runs through the incident use steps
D, E, F. making certain to check for earlier beginning
after each pass through, and only when the pc is obviously
starting to grind and gets no place does one then use the
command, &quot;Is there an earlier similar incident?&quot; SECONDARIES

Secondaries are run with the same commands as R3RA. If they
are narrative secondaries they are run with the same
commands as Narrative R3RA engrams.

The earlier similar command is &quot;Is there an earlier similar
incident?&quot;

ALWAYS RUN NARRATIVE INCIDENTS TRIPLE OR QUAD FLOW AS ABOVE.


AUDITOR KNOWLEDGE OF COMMANDS

These commands and procedures as given above must be
thoroughly drilled with TR 101, 102, 103 and 104 before any
Dianetic auditing may be done on a pc.

Pcs can be messed up by incorrect and sloppy commands.

SPEED OF COMMANDS

Some pcs run fast and some run slow. An auditor must never
rush a pc or hold him up when he is ready to go on with the
next command. The auditor must never keep a pc waiting for
him while he handles his admin or comm lags before giving
the next command.

Timing and speed are especially crucial when the auditor
gives the command to move through the incident after having
told the pc to move to the beginning of the incident. With
a slow command, the pc would wind up halfway through the
incident before he receives the command to move through it.

The better an auditor knows his TRs, his process commands,
his meter and admin the faster and more accurately he can
operate. Speed is very important, especially when auditing
fast pcs.

PC INTEREST

In doing R3RA it is necessary that (a) one chooses things
the pc is interested in and (b) one does not force a pc to
run things he is protesting being run on.

LAST INCIDENT FOUND

If you ask if there is an earlier beginning and you have
already checked for an earlier incident and the pc says
there is no earlier beginning, you do not just walk off
from the one he was just running. You send the pc through
it again and it will erase with full end phenomena or the
pc will then be able to see an earlier incident and
continue with the chain.

COMPLETING CHAINS

If you do sloppy R3RA and do one thing after another
without getting the full EP of: 

1) the actual postulate WHICH WILL BE THE ERASURE,

2) F/N,

3) VGIs,

you will get the pc stuck up on the track. You complete
each chain to full EP as above, remembering that when the
postulate comes off, THAT is your EP. The chain will have
blown.

F/Ns

In running Dianetics you do not stop at the first sign of
an F/N, you do not call F/Ns during the running. Dianetics
runs only by asking the pc if it is erasing. You ignore
F/Ns until the postulate has come off to F/N and VGIs. THEN
you call the F/N and that's it for that chain.


BLOWING BY INSPECTION

An auditor may occasionally encounter a pc who erases
chains before he can even tell about them. Along about Step
3 of R3RA, the TA blows down, the needle F/Ns, the pc says,
&quot;It's gone,&quot; and VGIs come in. This is called blowing by
inspection and occurs once in a while with a fast running
pc on a light chain.

If it was basic for that chain and the auditor fails to
recognize and handle it, the pc will go into another chain
or a heavy protest.

ENDING SESSION

An R3RA session can be safely ended on a completed chain
that ended with the full Dianetic EP as above stated....

This doesn't mean the end of all Dianetic auditing. In the
next session another assessment will turn up more unwanted
feelings, etc.

ENDING DIANETICS

Dianetics is ended off only when a pc has become well and
happy and remains that way.

And there you have it, engram running superior to any
engram running ever done and giving superior and faster
results.

SPECIAL NEW ERA DIANETICS RUNDOWN FOR OTs

New Era Dianetics or any Dianetics is NOT to be run on
Clears or above or on Dianetic Clears.

Clears and OTs are to be audited on the Special New Era
Dianetics Rundown for OTs, which is available at Advanced
Orgs and Flag. (Ref: HCOB 12 Sep 78 Dianetics Forbidden on
Clears and OTs.)

L. RON HUBBARD
Founder

LRH:lfg.mdf
Copyright  1978
by L. Ron Hubbard
ALL RIGHTS RESERVED

**************

14. HCOB  19 JAN 67 MANIFESTATIONS OF ENGRAMS AND SECONDARIES FURTHER DEFINED


HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead, Sussex

HCO BULLETIN OF 19 JANUARY 1967

Dianetic Course Students
(Star Rated)
Qual Execs 
Tech Execs

MANIFESTATIONS OF ENGRAMS AND SECONDARIES FURTHER DEFINED

In order to provide a more accurate differentiation between
the manifestations of an engram and a secondary, below are
listed detailed definitions of Pain and Sensation.

Pain (in its various forms) is the indication of an Engram.

Sensation (in its various forms) is the indication of a
Secondary, which precedes the actual Engram.

DEFINITIONS

SOMATICS = This is a general word for uncomfortable
physical perceptions coming from the reactive mind. Its
genus is early Dianetics and it is a general, common
package word, used by Scientologists to denote &quot;pain&quot; or
&quot;sensation&quot; with no difference made between them. To
understand the source of these feelings, one should have a
knowledge of engrams, ridges and other parts of the
reactive bank. To the Scientologist anything is a SOMATIC
if it emanates from the various parts of the reactive mind
and produces an awareness of reactivity. Symbol SOM.

PAIN = PAIN is composed of heat, cold, electrical, and the
combined effect of sharp hurting. If one stuck a fork in
his arm, he would experience pain. When one uses PAIN in
connection with clearing one means awareness of heat, cold,
electrical or hurting stemming from the reactive mind.
According to experiments done at Harvard, if one were to
make a grid with heated tubes going vertically and chilled
tubes going horizontally and were to place a small current
of electricity through the lot, the device, touched to a
body, would produce the feeling of PAIN. It need not be
composed of anything very hot or cold or of any high
voltage to produce a very intense feeling of pain.
Therefore what we call PAIN is itself heat, cold and
electrical. If a pc experiences one or more of these from
his reactive mind, we say he is experiencing PAIN.

&quot;Electrical&quot; is the bridge between sensation and PAIN and
is difficult to classify as either PAIN or sensation when
it exists alone. Symbol PN.

SENSATION = All other uncomfortable perceptions stemming
from the reactive mind are called SENSATION. These are
basically &quot;pressure&quot;, &quot;motion&quot;, &quot;dizziness&quot;, &quot;sexual
sensation&quot;, and &quot;emotion and misemotion&quot;. There are others,
definite in themselves but definable in these five general
categories. If one took the fork in the pain definition
above and pressed it against the arm, that would be
&quot;pressure&quot;. &quot;Motion&quot; is just that, a feeling of being in
motion when one is not. &quot;Motion&quot; includes the &quot;winds of
space&quot;, a feeling of being blown upon especially from in
front of the face. &quot;Dizziness&quot; is a feeling of
disorientation and includes a spinniness, as well as an
out-of-balance feeling. &quot;Sexual sensation&quot; means any
feeling, pleasant or unpleasant, commonly experienced
during sexual restimulation or action. &quot;Emotion and
Misemotion&quot; include all levels of the complete tone scale
except &quot;pain&quot;; emotion and misemotion are closely allied to
&quot;motion&quot;, being only a finer particle action. A bank
solidity is a form of &quot;pressure&quot;, and when the sensation of
increasing solidity of masses in the mind occurs, we say
&quot;the bank is beefing up&quot;. All these are classified as

SENSATION. Symbol SEN.


L. RON HUBBARD
Founder

LRH:jp.rd 
Copyright  1967 
by L. Ron Hubbard
ALL RIGHTS RESERVED

**************

15. HCOB  20 SEP 66 MINUS SCALE RELEASES


HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead, Sussex

HCO BULLETIN OF 20 SEPTEMBER 1966

Remimeo

MINUS SCALE RELEASES:

ARC STRAIGHT WIRE

DIANETIC

There are several grades of Release below Zero, in the
minus scale of the original complete Gradation Chart.

Many of the minus scale can be attained by simple
assessment. (And ceasing to assess the moment the release
occurs is vital-don't keep on assessing as the same session
auditing action.)

There are three specific grades of Release below Zero and
above the lower minus scale.

These are, from lowest:

Straight Wire Release

Dianetic Secondary Release

Dianetic Engram Release

Old ARC Straight Wire is not at Grade Zero or Grade III but
way down below the Dianetic Releases. The original purpose
still holds-to make a person able to run secondaries and
engrams. (Our Tech is still valid, you know, despite the
1950 origin of ARC Straight Wire.)

ARC Straight Wire was fantastically effective in moving a
person from &quot;neurotic&quot; to &quot;normal&quot; .

But in running ARC Straight Wire one must use a meter and
cease to audit the pc the moment the needle goes free.
Don't keep making the blunder of the '50s and early '60s.

The pc released by ARC Straight Wire can now have
secondaries run. When a needle goes free on a secondary,
one again must cease to audit secondaries.

The Dianetic Secondary Release can be run on engrams. When
the needle goes free while running engrams, one ceases to
audit the pc at once.

Declares for these lower release grades can be confirmed by
Qual and even declared by Certs and Awards by a small note
from the Director of Certs and Awards.

Thus you can possibly get a Release on the minus scale by
assessment of the minus scale, a higher Release by running
ARC Straight Wire, an even higher one by running Dianetic
Secondaries, and yet a higher one by running Dianetic
Engrams. And then, by good TRs and standard tech as usual,
get a Grade 0.

As many people go Grade 0 Release easily, these lower bands
get overlooked. But those who don't go Grade 0 Release
easily (unless it is overrun as the reason for &quot;no
Release&quot;) they can be begun by a Minus Scale assessment,
then ARC Straight Wire, etc, back up to Zero for another
try there.



All pcs could be started on the minus scale with no harm.

QUAL NOTE

Remember, there are several overruns that can require
repair. These are: Life (overrun in a past life on some
subject).

Straight Wire (including Self Analysis).

Earlier Repetitive Processing (Locational, etc).

Dianetic Secondaries.

Dianetic Engrams.

Some cases hang and won't go Release at Grade 0 unless the
above are rehabbed or (if never run) actually audited on
the pc.

ARC Breaks can cause a failure to go Release on Grade Zero
or any other level and can prevent rehabs. And poor TRs can
block the lot.

L. RON HUBBARD
Founder

LRH:lb-r.rd
Copyright  1966
by L. Ron Hubbard
ALL RIGHTS RESERVED

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