3: ADVANCED PENALTY UNIVERSE PROCESSING

Oct 1, 1990, rev Feb 1993

(This is the rundown I used to try and dig deeper into the penalty universes and explore the track at the same time. Although this produced case gain, it stirred up as much as it keyed out and the primary value was in finding out more - august 1996)

General Information

Initial running of the penalty universes has already been described. At first you are only trying for the lightest keyout. Gradually you start running deeper, getting more and more ITSA etc. As you do this, you should add actions from processing group 1 below until your running all the steps on each positive goal. Once your running the positive goal fairly thoroughly, you can start running the negative goal as well (see group 1N - Negative goal running).

The materials in group 2 are more difficult. You should be running both the positive and negative goals fairly deeply with the group 1 materials before trying to run group 2. When you do run group 2 processes, use both group 1 and group 2 on the positive goal and then use both on the negative goal.

Note that group 1N (negative goals handling) is listed after group 2 in the lineup below. You either run group 1 then 2, then 1N, and then 2N, or you run group 1 and then 1N (skipping group 2) depending on your gradient.

The group 3 processes are only used after everything else is running well. These are the 5 way oppose GPMs. Generally, you need to run off the negative goal before you can get at the GPM for the positive goal because the goal modifier (overt) latches up on the positive to negative inversion. Even when your running deeply, you should leave these alone unless one insists on running. Otherwise, it is probably better to flatten all the penalty universes first and then go after these GPMs. In my experience, they are usually quite hard to run until they're ready and then they just show up and fall apart, so don't dig and prod at them.

It would simply be too much of an overwhelm to try and run all of these processes right away. The first few times you run one of these, it can be quite rough. For example, the universe machine (group 2) platen uses each penalty goal terminal in hundreds of items. At first you need to run them all and they come off very slowly. Then you find that you can blow whole groups of items just by spotting the first one in each set. Then it gets even faster and you just call the very first item for the entire universe machine pattern, spot the various universe goals, and completely blow the penalty universe terminal out of the universe machinery in only a minute or two of auditing.

So you add one process at a time to your rundown and carry on with it through a few penalty goals (until it speeds up and becomes a fast action) before you add yet another process.

Initially we're not going for erasure. We're aiming at greater keyouts and increasing horsepower. As you keep running deeper, your ITSA line gets pretty awesome and you start blowing huge holes in everything. The target is to get up to the point where you can as-is these penalty universes by inspection and blow all the later stuff as well.

Note that most of these processes are addressed to the later locks piled on top of the penalty universes rather than to the basic incidents themselves. You need to run this stuff not only to take weight off of the penalty universes but also because it is the anatomy of the current trap (this is especially true of the group 2 processes).

Once your running deeply, you might need to check for PMEs (Programmed machine Entities, discussed elsewhere) and CEs (Control Entities, discussed elsewhere) that need to be run as a rudiment action (see the write-up on these). Also, you will need to alternate penalty universe running with OT drilling (discussed elsewhere) to keep from becoming interiorized into case. Keying out a penalty universe frees up a lot of space and you need to expand outward as a regular action.

Generally the order for selecting goals to run is best established by using a dynamic assessment. The sequence in which one was originally thrown into (or threw others into) these seems to have been random. Later restimulative implants used a number of different sequences, which you should be aware of. Common sequences are as follows:

a) The natural sequence of the dynamics, from 16 to 1 (goals To create down to To Endure) or the reverse (1 to 16). If negative goals are involved, they alternate with the positive goals (this is the sequence of the treadmill which established the negative items).

b) Like a) above but all 64 positive goals come first followed by all 64 negative goals in reverse order (usually from To Create, down to To Endure, and then the rest of the way down to To Destroy).

c) The dynamics occur in a pattern of 8 pairs with the high dynamic collapsing into the corresponding lower one. I.E., 16th, 8th, 15th, 7th, etc. down to 9th, 1st. Or the same pattern ascending (from 1 to 16). Again, the negative goals (if present) might alternate with the positive ones or might all follow afterwards (in the reverse sequence).

If you spot some later implant, it will often use penalty universe restimulators and will often follow one of these patterns (although there are many exceptions).

GROUP 1

These are the basic processes for running the penalty universes.

1. Platen 1.

This is your entry point. Once your running deeply, all items should either read or FN. If an item doesn't read, pause and mockup exactly what the item means and then try spotting it again. If an item can't be made to read, check for and handle overts as described below. If overts doesn't read, you can use any of the other steps below and then return to the current step on platen one (which should now be reading).

2. Overts

Check if you have any overts connected with doing this goal and handle (overt rudiment).

3. Spot the incident 2 location (noticing the false mockup of the implant universe that was placed there during inc. 2).

4. Spot the Pyramid location (this is an earlier mass implant). Spot the face of the terminal within the pyramid.

5. Spot the terminal saying the price of the goal (for negative goals, spot the negative terminal saying the "this means an end to ..." statement).

6. Spot places where (terminal) is not.

Also, spot places in the penalty universe where you are not.

7. Spot symbol items from the penalty universe (a few are given in the master list, others can be spotted and blown by inspection). (Do this on positive goals only).

8. Scan the detail of the penalty universe.

9. ITSA any later track restimulation.

10. Check for any PMEs that are being machinery related to the goal. Handle each (spot being made into a machine, spot the first time, spot making others into a machine, spot the top of the penalty universe, who are you).

(note, you should already have cleaned up the troublesome machinery and be up to using a fast machine handling technique before you start searching out PMEs while running the penalty goals).

11. Run remedy of havingness on machinery related to the goal. Begin with broken machinery (make it decrepit etc. until it snaps in) and then improve to good quality machinery. Push it in from outside from various directions and throw some away as well. (see LRH references on Remedy of Havingness).

12. Spot things that you must not (goal) until the ridge blows.

13. Spot people, groups, etc. that you would permit to (goal) until your willing to have others doing this goal.

14. Spot places where (terminal) would be safe. Run this past the point where you get joy from placing the terminal in "safe" places where it is tortured etc. until you can have it or not have it anywhere by choice.

15. Spot things that the (terminal) does not own.

16. Mockup battered and beaten versions of the terminal in various places and say "The poor thing, it needs me so".

17. Spot the failures implant (thought universe). They would tell you to do (goal) to some (object) and then "prove" to you how you failed. Then they'd say "You failed to (goal) so you must depend on others to (goal) for you".

18. Spot the between lives scene for the goal. (if present in the master list).

(The remaining steps do not apply to negative goals, - note that the collapse of the positive goal is the justifier for doing the negative goal).

19. Spot the justifier for the goal (if present in the master list).

note that 18 and 19 above are easy to spot and blow, but the items can't be determined accurately until after the GPM (group 3) has been run.

20. Spot the terminal saying the "do you want to achieve ..." line in the between lives sequence. This false promise (of gaining power or strength or whatever) given early in the between lives is one of the things that pulls you deeper into that nonsense and results in your getting further messed up.

21. Spot the desire to swing into the negative goal so as to be rid of this penalty universe.

22. Run remedy of havingness on things used in the penalty universe (objects, etc., anything that seems nice or interesting in the mockup).

23. Check for any other entities stirred up and handle.

24. Spot the first few lines of platen 1 again.

GROUP 2

1. Run the universe machine items for the goals terminal. See the write-up on the universe machine.

2. For each universe goal, working upward from persist to eternalize, spot how the universe goal is accomplished through the doingness of the penalty goal (How Would ... Enable You To ...).

3. Spot the "survive" line said by the terminal using each universe goal in place of "survive" (note that survive is the universe goal for the current universe). Spot this in the universe machines and if anybody wakes up, have them spot the top of the penalty universe (native state line).

4. Run the compulsion SVs in the universe machinery (see the write-up on compulsion SVs).

5. Run the compulsion SVs surrounding the body (see the write-up on compulsion SVs).

6. Run remedy of havingness on the penalty universe terminal.

7. Run the discontinuity. Note that this is based on the agreement universe definition items. You should run off some of the agreements universe directly before getting into handling the discontinuities. This step causes not-isness ridges to blow. See the write-up on the discontinuity implant.

GROUP 1N - Negative Goals

This is similar to the positive goal handling, but you use the Treadmill Crossover platen instead of platen 1.

Begin by spotting the inversion scene and using the other steps given on the crossover platen (these correspond to a few of the group 1 steps). This is the minimum that you can get away with running for a negative goal.

All the other group 1 steps up to number 18 also apply to negative goals (except as noted). Whichever ones you are running on the positive goal should also be run on the negative goal.

Group 2N

Steps 1 to 6 of group 2 also apply to the negative goal (i.e., all except the discontinuity implant). If you do one of these steps on the positive goal, also do it in the negative goal handling.

Group 3

Currently, the only thing here is handling the 5 way oppose GPMs for the positive and negative goals. See the write-up on the 5 way oppose.

Note that in this case, the positive GPM is not addressed until after doing both group 1N and group 2N on the negative goal because the goal modifier tends to charge up on the negative goal.

Summary

I know this is a lot of material and it might seem pretty complex, but it's easy if you just add one new technique at a time. Running just half of this stuff on a single penalty universe goal can produce significant case change.

As long as you know the material given under "in case of trouble" above, you can even slop around with these processes and still do very well.

Since writing the above, a significant amount of other implants have turned up which restimulate the penalty universes. These are covered elsewhere. They should be added into the above steps.