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Rezolvarea mintii

Un manual al jocurilor

de
Dennis H. Stephens

INTRODUCERE
Despre Dennis Stephens
Prima oara a luat contact cu Dianetica in iulie 1950 in Anglia si a fost
secretar de Dianetica si Co-auditor timp de 2 ani, din septembrie 1950 pana
in 1952. In septembrie 1952 a facut pregatire profesionala in LRH si a
obtinut certificarile HPA1 si HGA2. In Londra a fost primul director de
procesare al HASI3 in noiembrie 1952. Si-a luat diploma de absolvire in
1953 si doctoratul in 1954. Din 1954 pana in 1956 a fost Director de
formare profesionala si Examinator General in toata lumea. In 1954 s-a
casatorit cu Anne Walker, care era Director de Procesare HASI in Londra.
In 1957 Dennis si Anne s-au mutat in Australia, unde,
pentru mai multi ani, Dennis a fost unul din liderii
executivi ai HASI din Sydney. A participat la SHSBC 4
in 1962 iar in 1963 a fost Secretar de Asociatie si
Secretar HCO al HASI din Sydney. A parasit organizatia
in 1965 si a devenit auditor pe teren pentru multi ani in
Sydney, impreuna cu Anne. El si Anne s-au pensionat in
Redland Bay, Queensland.
Era foarte pasionat de jazz, iar la inmormantarea lui din
ianuarie 1993 Anne a cerut sa se cante "When the Saints
go Marching In".

Auditor Profesional Hubbard. Auditor de Clasa a III-a.


Hubbard Graduate Auditor. Class VII auditor.
3
Hubbard Association of Scientologists International
4
Saint Hill Special Briefing Course 447 Lectures on how to
audit
2

Cum a fost creat TROM:


Rezolvarea problemelor sociale ale umanitatii depinde in
cele din urma de gasirea unei solutii pentru problemele
mintii5 umane. Totusi acest lucru implica gasirea unei
tehnologii si aplicarea ei.
O persoana foarte priceputa, cu pregatire superioara ar
fi inutila, pentru ca astfel, tehnologia ar fi disponibila
doar pentru oamenii bogati lasand majoritatea
umanitatii neschimbata.
De aceea, tehnologia mintii trebuie sa se poata folosi in
sistem co-audit (persoane care se ajuta reciproc pentru a
se elibera de incarcaturi/stress) dar si in sistem
autodidact. In 1950, cand L. Ron Hubbard a scris
Dianetica, Stiinta moderna a sanatatii mintale, el a
recomandat calea co-audit-ului. Esecul a venit datorita a
doi factori: preclarii6 variau in dificultate de la caz la
caz; si auditorii aveau diferite niveluri de pregatire.Ron
nu a avut nicio solutie pentru aceasta problema, nici eu,
iar singura cale pe care puteam merge era aceea a
pregatirii profesionale.
Auditori inzestrati, inarmati cu Cartea I, lucrand cu un
preclar usor de auditat, au obtinut rezultate incredibile,
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Minte analitica 5.We say the analytical mind is kind of a


misnomer because most people think its some kind of
computing machine, and its not, its just the pc, the thetan.
(SH Spec 23, 6106C29) REACTIVE MIND, 1. a portion of a
person's mind which works on a totally stimulus-response
basis, which is not under his volitional control, and which
exerts force and the power of command over his awareness,
purposes, thoughts, body and actions.
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Preclear- a person working toward the state of Clear (free of


their reactive mind)

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insa auditorii slab pregatiti, lucrand cu unele cazuri
dificile, nu au avut rezultate prea bune.
Pregatirea profesionala era calea cea ma buna in acea
perioada. In 1953 si 1954 noi, auditorii din HASI
Londra, discutam pana seara tarziu despre ideea de a
face pamantul o planeta de clari. Totusi parea doar un
vis. Eu tot veneam cu ideea tehnicii autodidacte, insa
mecanica dianeticii si cea a mintii eliminau aceasta
posibilitate.
Exista niste lucruri numite engrame ( imagini mentale
care contin durere si pierderi de constienta in unele
momente din trecut ) care pot fi restimulate, scotand
mintea analitica din circuit si producand un
comportament aberat. Un preclar ( persoana care aspira
la starea de clar), in prezenta acestor incidente cu
incarcatura mare, va trece prin momente in care mintea
sa analitica se opreste. Atunci el nu va sti cum sa
abordeze aceste probleme, avand nevoie de un terapeut
separat ca si ghid. Aceasta cale era normala la
inceputul anilor cincizeci.
Situatia ramasese neschimbata. Daca s-ar fi reusit
vindecarea intregii planete, trebuia sa se faca in sistem
co-audit sau autodidact. Noi, profesionistii, stiam asta iar
orice minte rezonabila si-ar fi dat seama ca nu se putea
face pe baza terapiei platite.
Ani mai tarziu, intr-o seara linistita de vara, mi-am pus
din nou problema. Eram pe un feribot din portul
Sydney, mergand din centrul orasului inspre suburbia in
care locuiam, iar mintea mea era deosebit de limpede in
acea seara, privind locurile frumoase din jur. Dintr-o
data m-am gandit: care anume sunt factorii implicati de
fapt?

Punand totul la indoiala


A trebuit sa pun la indoiala solutia gasita de Ron la
aceste probleme. El a stabilit ca un terapeut separat este
vital, iar dovezile pareau ca ii sustin punctul de vedere.
Trebuia sa pun la indoiala aceste lucruri. Cand am ajuns
acasa, am intrat in camera de studiu, am luat o foaie de
hartie si am scris exact ce credeam despre functiile unei
sesiuni de auditare.
Am scris pe alta foaie despre rolul pre-clarului
(clientului) in aceasta sesiune si ce face el mai exact. Si
apoi mi-am spus: daca se pune problema auditarii
autodidacte, pre-clarul trebuie sa-si asume rolul
pacientului si rolul auditorului in acelasi timp; dar cum
este posibil sa faca asta cand acea persoana se confrunta
cu propria banca reactiva, care la randul ei ii va opri
mintea analitica?
Am pus aceste lucruri deoparte cu un semn de intrebare
si apoi mi-am pus problema: ce este restimularea?
Este un incident din trecut care apare in prezent,
afectand mintea analitica chiar pana in punctul opririi
complete a acesteia.
Apoi mi-am amintit ceea ce, dupa parerea mea, este una
dintre cele mai mari descoperiri ale lui Ron: daca poti
determina un pre-clar sa faca in mod constient ceea ce
mintea lui face in mod automat, acesta isi va redobandi
controlul asupra functiei respective a psihicului.
Asa ca, poate, problema s-ar rezolva daca o persoana, in
sistem autodidact, ar lua lucruri din propriul trecut si lear aduce in prezent si apoi le-ar trimite din nou in trecut
ca apoi sa le aduca din nou in prezent......sa invete sa
faca in mod constient ceea ce mintea sa face automat si
apoi sa reuseasca sa controloze acest automatism.

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Atunci am stiut ca am reusit. Aceasta era informatia
care lipsea. Latura analitica a psihicului poate duplica
exact ceea ce poate sa faca mintea reactiva.
Facultatea noastra analitica de a gandi are la indemana
intreaga capacitate creativa a fiintei noastre spirituale si
poate simula, crea, face referire, lua in deradere si
realiza exact ceea ce zona reactiva a mintii noastre poate
sa faca. Evident ca partea analitica a mintii considera ca
nu trebuie sa faca asta, dar poate invata (sau reinvata).
A doua zi am inceput sa lucrez la aceasta tehnica. N-a
durat mult pana am observat exact ce trebuia facut si
acesta a devenit primul pas al tehnicii autodidacte care
acum se numeste TROM (The Resolution Of the Mind
rezolvarea mintii). Am inceput sa aplic aceste lucruri pe
mine insumi, sa le testez si mi-am dat seama ca nu era
nevoie sa modific nimic. Totul era corect. Si functiona!

Preluarea controlului asupra


automatismului mintii
Am invatat sa preiau controlul automatismului propriei
mele banci reactive. In cele din urma nu am mai putut fi
surprins, orice informatie as fi accesat, deoarece puteam
sa fac in mod constient ceea ce banca mea reactiva facea
in mod automat. Banca putea sa restimuleze engrame? Si
eu! Nu mai avea putere asupra mea. Acest lucru este
dovedit de acul indicator al galvanometrului, care nu mai
indica nicio variatie relevanta. Ma puteam gandi la orice
aspect al trecutului meu. Nicio miscare. Am invins
automatismul!
Acela a fost primul pas. Al doilea pas a urmat imediat
dupa primul si reprezenta o extensie naturala a
abilitatilor castigate in primul. Aceste tehnici sunt
detaliate in TROM.
Am rulat pasul al doilea fara nicun eveniment notabil si
am obtinut si confirmarea liniste interioara, calm

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mental. (Puteam sa devin foarte calm cu un efort
minim). In acel moment am renuntat la folosirea
galvanometrului, pentru ca puteam deja sa simt si singur
variatiile fine a ceea ce se intampla in mintea mea, exact
cum acul instrumentului putea sa indice. Stiam inainte sa
consult indicatiile instrumentului ca acesta se va misca
intr-un sens sau altul, in cuante mai mici decat acesta
putea sa indice.
Viata insasi are putere mai mare de perceptie decat orice
instrument mecanic de masura!
Imediat mi-am dat seama ca, daca ar fi sa le spun
oamenilor despre aceasta tehnologie, trebuie sa ma
asigur ca acestia ar putea s-o aplice. Este oare posibil sa
existe un caz, situat sub un anume prag, in a carui
situatie peroana respectiva nu ar trebui sa lucreze de una
singura? Da. Am creat imediat o comanda de auditare cu
ajutorul careia o persoana poate sa afle daca este situata
sub acest nivel sau peste, care a devenit noul Nivel Unu.
(Nivelul Unu de la inceput s-a transformat in Nivelul
Doi, iar vechiul Nivel Doi a devenit Nivelul Trei).

Stabilitate
In TROM, Nivelul Unu stabileste daca o persoana are
mintea suficient de stabila pentru a lucra in sistem
autodidact. Cat de stabila trebuie sa fie acea persoana de
fapt? Nu prea mult. Va amintiti vechile tehnici CCP? ( o
serie de procese denumite Comunicare, Control,
Posesie). Daca o persoana are nevoie sa treaca prin
acestea, atunci este nevoie de un auditor separat care sa
aplice CCP-urile pentru persoana respectiva, numai dupa
aceea fiind capabila sa treaca de una singura la Nivelul
Doi.
Din propria experienta de auditor cat si din a altora,
tinand cont si de parerea lui Ron despre acest subiect,
doar un procent infim (mai putin de 5%) din umanitate

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are nevoie de procesele CCP inainte sa inceapa aceste
proceduri subiective. Asta nu inseamna ca restul de 95%
reprezinta cazuri usoare, lumea fiind plina de cazuri
complicate care nu au nevoie de procesele CCP in
prealabil.
Un caz care a trecut prin procedurile CCP face Nivelul
Unu din TROM si observa ca este peste acel prag, trece
bineinteles Testul si poate merge la Nivelul Doi,
spunand la revedere terapeutului separat.
Deci, 95% din rasa umana poate incepe imediat cu
Nivelul Doi, dupa ce trece testele din Nivelul Unu.
Curand, ma aflam la finalul Nivelului Trei, nestiind
incotro sa merg, iar singurul subiect de care mai eram
interesat era acela al intentiilor, al scopurilor - postulate
pure.
In prima parte a anilor 60 am facut Cursul Saint Hill
Briefing (Cursul Saint Hill pentru Informare). Am trecut
din nou prin toate datele pe care le creasem, insa nimic
nu m-a ajutat. Eram din nou de unul singur si am invatat
cum sa lucrez cu postulatele conflictuale - si mi-am dat
seama ca Ron nu a stiut niciodata cum sa le abordeze.
Un anume adevar fundamental exista in acea zona, pe
care el nu-l observase.
Tehnica mea pentru rezolvarea postulatelor in conflict
reprezinta Sa tratez pachete corecte de scopuri. Am
aflat cum arata pachetele reale de scopuri si cum sa le
manipulez. Le vei gasi in Nivelurile Patru si Cinci din
TROM.
Cercetarile pe tema scopurilor mi-au luat cam un an
pana s-au conturat si s-au dovedit a fi mult mai
complexe decat as fi crezut, mai ales la Nivelul Cinci.
Am inteles de ce Ron a dat gres in 1960. Eferturile sale
au fost justificate, insa era aproape sortit sa esueze.

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Adevaratele ramuri, adevaratele postulate ale PIM 7urilor reale nu se aflau in banca reactiva. Se aflau in
mintea analitica. Daca vei cauta in banca, vei gresi.
Este o constructie de natura analitica, deci se afla in
mintea analitica. Ceea ce se afla in banca reprezinta un
amestec de opozitii eronate. Minciunile. Adevarul se
gaseste in mintea analitica.
Deci, greseala pe care a facut-o Ron cu privire la
subiectul scopurilor a fost ca a scormonit intr-o masa de
minciuni, in banca, dupa adevar. De aceea cautarea a
durat o vesnicie si aproape ca s-a sinucis in anii 60.

Descoperirea adevarului
A fost o greseala pe care era aproape sortit s-o faca.
Aproape ca am facut-o si eu, pana cand mi-am dat seama
ca aproape m-ar fi ucis si pe mine. Am luat-o de la
inceput si am descoperit unde era adevarul, apoi am
obtinut Nivelurile Patru si Cinci.

Problema intentie-masa intentiei i s-au impotrivit


dintotdeauna forte potrivnice. Scopul, intentia era indreptata
intr-o directie, iar fortele potrivnice erau indreptate exact in
directia opusa. Daca ar fi sa iei doua furtunuri de pompieri si
le-ai indrepta exact unul in directia celuilalt, jeturile lor nu ar
ajunge la ajutajul fiecaruia, ci s-ar spulbera in aer lovindu-se
unul de altul. Daca acea ciocnire a jeturilor ar fi sa ramana
suspendata in acel loc, ar reprezenta o sfera de apa imprastiata.
Sa numim furtunul A forta pe care pc-ul a folosit-o pentru a-si
realiza propria intentie. Numim furtunul B forta altor dinamici
care s-au opus intentiei. In locul unde aceste forte s-au intalnit
incontinuu s-a creat o masa mentala. Acesta este scenariul
oricarei probleme o forta se opune altei forte rezultand
masa. In locul unde intentia pc-ului intalneste opozitie
constanta, vei gasi in mintea reactiva masa rezultanta cauzata
de cele doua forte Scop=forta de a-l realiza, Opozitie=forta
care se opune realizarii. Aceasta este problema intentie-masa.
(HCOB 20 Nov 61)

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Nivelul Patru este de fapt doar o introducere spre Cinci,
un fel de curatare a incarcaturii scopurilor majore din
aceasta viata. Un fel de trecere in revista a blocajelor8,
am putea spune, pentru a inlatura incarcatura de
suprafata, inainte de a trece la miezul problemelor.
La Nivelul Cinci se lucreaza direct asupra postulatelor.
Cand eram undeva la jumatatea acestui Nivel, un vechi
prieten scientolog mi-a aratat materialele pentru
nivelurile superioare ale lui Ron, pana la finalul lui OT 7
si OT 8. Am luat o pauza de la propria auditare pentru a
trece prin fiecare din acelea.
OT 1, bine. OT 2, interesant, dar monoton. Am folosit
galvanometrul din nou pentru acesta, dar singurele
variatii ale acului au provenit de la citiri repetate
exagerat. Incercam sa determin un proces fara
semnificatie sa functioneze. OT 3, nu am reusit sa obtin
rezultate, era si acesta monoton. Si tot asa, la fiecare
nivel: l-am rulat, iar acul galvanometrului plutea in
deriva. Daca incercam sa rulez procesul, acul ramanea
blocat in aceeasi pozitie. Rulare exagerata? Da. Acul
devine iar liber. Monotonie. Deriva. Incercam sa rulez
un proces gol supra-rulare. Intr-un final OT 7.
Si apoi din nou de la OT 1 la OT 7. Totul monoton. M-a
lasat pur si simplu rece. Iata-ma deci la jumatatea
nivelului meu superior, iar tot ce avea Ron mai bun cu
care sa ma impresioneze, ma lasa neschimbat! Mai
tarziu, am trecut la nivelurile superioare lui Ot 7 si
fiecare din ele a fost la fel de neinsemnat.
Cea mai mare dificultate intampinata de o persoana cu
privire la TROM va fi sa inceapa, deoarece omul
obisnuit se confrunta cu persistenta jocurilor cu propria
minte si a fost coplesit de banca reactiva. O persoana ar
putea sa ceara unui terapeut separat sa se lupte cu
aceasta, dar nu ar indrazni s-o faca de unul singur.
Tratamentul pentru aceasta situatie este rularea
8

BLOCAJE, imagini mentale ale unor experiente nedureroase


dar deranjante, prin care o persoana a trecut. (HCOB 12 Jul 65)

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Nivelurilor Doi si Trei din TROM, de unul singur.
Exista oare un Nivel Sase? Nu. Totul se rezuma la Cinci.
TROM o sa-ti placa. Cand o sa citesti cartea, vei sta cu
prietenii si vei simti nevoia sa vorbesti despre ea la
nesfarsit; vei vorbi tot timpul despre ea dar nu vei face
nimic!
Asa ca, pur si simplu...fa-o!
Acum chiar putem realiza scopurile pe care Ron le-a
trasat in 1950 si putem elibera planeta, dat fiind faptul ca
acest lucru poate fi facut in regim autodidact.
Tehnologia poate fi aplicata de oricine, indiferent de
starea materiala sau veniturile pe care el/ea le are.
Deci, cam asta este totul despre Crearea lui TROM si va
doresc sa aveti noroc in aplicarea lui.

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Studierea lui TROM


Asigura-te ca poti consulta un dictionar bun pentru
cuvintele a caror semnificatie nu-ti este clara, pe
parcursul studierii acestui material. Am inclus note
explicative in josul paginii, cu definitii ale anumitor
cuvinte sau fraze pe care le-am folosit, pentru a-ti usura
studiul.
Mai mult decat atat, D-nul Stephens a folosit o serie
de cuvinte obisnuite din limba engleza, carora le-a
atribuit semnificatii noi si speciale, care nu se regasesc
in dictionare. Acestea sunt trecute in revista mai jos.
Problemele pe care le intampini in viata isi au originile
in abilitatile tale de baza, amintite in Sectiunea de
Teorie. Aceste abilitati le exerciti in fiecare zi. Poti
alege sa vezi o placinta de mere cu ochii mintii sau cu
puterea imaginatiei cum s-ar spune, si placinta va fi
acolo. Sau, poti sa decizi ca esti sexy si, imbracand haine
frumoase si coafandu-ti parul, asa vei fi. You can know
which means percieve or understand anything. Un
observator cu experienta, ajungand la locul crimei, va
percepe detalii pe care un ochi neantrenat nu le va
observa. De asemenea, un student absorbit in studiu nu
va observa o fata frumoasa care trece prin apropiere.
Mai mult, o persoana care creeaza o conditie a jocurilor
cu vecinul ei, ii va observa comportamentul in mod
subiectiv si va ignora orice comportament pozitiv al
acestuia. Cu totii alegem sa creem efecte si suntem
constienti de elementele din jurul nostru care sustin
jocurile pe care le jucam; de asemenea, nu observam
sau refuzam sa observam orice detaliu care ar putea sa
stirbeasca atitudinea de jucator pe care ne-am
construit-o cu privire la jocul pe care-l jucam.
1. Poti face ca ceva sa existe.
2. Poti face ca ceva sa nu existe.
3. Poti sa cunosti.
4. Poti sa nu cunosti.
Aceste elemente sunt colorate pentru a sublinia faptul ca
ele reprezinta baza pe care se construiesc tabelele
urmatoare din Sectiunea de Teorie.
Termeni speciali

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Postulat: Un gand cauzativ, o consideratie cauzala; i.e.


gandul este: Voi prinde mingea. Efectul este actiunea
de a a intinde mana pentru a prinde mingea.
Efect: lucrul sau conditiile care rezulta dintr-un postulat.
Comunicare: reprezinta o clasa de activitati realizate
intre terminale cu postulate complementare; i.e. vreau sa
arunc mingea pentru ca tu sa o prinzi, iar tu vrei sa o
prinzi.
Joc: Aceasta este clasa de activitati realizate intre
terminale cu postulate conflictuale. i.e. vreau sa arunc
mingea pentru ca tu sa o prinzi, dar tu nu vrei sa prinzi
mingea.
Univers: Acesta este un termen algebric logic si se refera
la multimea tuturor posibilitatilor. Nicio actiune nu
poate exista in afara universului. Cele doua clase de
actiuni dintre terminale, denumite Comunicari si Jocuri,
constituie intregul Univers de interactiuni posibile dintre
terminale.
Sistem de creatie: A trece prin pasii necesari pentru a
crea ceva in universul fizic. Pentru a face o placinta
trebuie sa aduci faina, sa faci aluatul, sa-l umpli cu
branza, sa creezi forma si apoi sa pui totul la copt in
cuptor pana cand e gata.
A fi cunoscut: acesta este un termen scurt caruia i s-a
atribuit semnificatia abilitatii numarul 1 a fiintelor din
tabelul de mai sus: Poate face ca ceva sa existe. A fi
cunoscut inseamna a face ca un efect sa fie adus in
existenta.
A nu fi cunoscut: A doua abilitate din tabelul de mai sus:
Poate sa faca ceva sa nu existe.
Trebuie: acesta este gradul de importanta sau de
seriozitate a unui efect creat. Jocurile nu reprezinta o
problema, daca pierderea sau castigarea lor nu sunt
importante. Jocurile care TREBUIE castigate sunt

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serioase si, chiar daca pierzi sau castigi, iti vor crea
probleme.
A cunoaste: in jocuri, acest lucru se refera la a percepe si
a intelege ceea ce altii pot observa. Cand creezi un efect,
iti doresti ca altii sa-l perceapa.
Aceasta carte contine o cantitate mare de informatii.
Singura cale prin care am inteles cum functioneaza
TROM a fost sa recitesc aceasta carte, pana cand am
memorat detaliile si am inteles cum acestea
functioneaza impreuna.
Prin studiu aprofundat se ajunge la certitudine. LRH
Pete McLaughlin, editorul. AD2005

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Rezolvarea mintii
Un manual al jocurilor
de
Dennis H. Stephens

Rezolvarea Mintii (prescurtat TROM), Un Manual al


Jocurilor, drepturile de autor apartinand lui Dennis H.
Stephens, reprezinta o copie a unei carti de 76 de pagini,
care ne trece prin Cinci Niveluri de Exercitii Mentale,
pana in punctul Conditiei fara Jocuri; aceasta carte a
fost prima data transcrisa de catre Greg Pickering.
In aceasta zi de 15 decembrie 1997, cartea apare (in
intregime) in domeniul public. Poate fi copiata, tradusa
(traducerile corecte sunt bineinteles responsabilitatea
traducatorului) sau trimisa prin intermediul electronic de
catre oricine, cu conditia ca materialul sa se transmita in
intregime, sa nu fie modificat in niciun fel si sa nu se
obtina niciun beneficiu material in urma transmiterii.
Aceste sase paragrafe fac de asemenea parte din intreg si
trebuie copiate alaturi de restul materialului.
Informatiile si exercitiile cuprinse in TROM apartin
autorului, iar distribuitorii nu au nicio responsabilitate cu
privire la utilizarea (sau utilizarea eronata) acestora, cat
si la consecintele nedorite asupra persoanelor care le
practica.

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Trebuie inteles faptul ca aceasta este o cale nu
neaparat singura in cautarea imbunatatirii personale,
acest lucru fiind constientizat si de catre distribuitori.
Prin aplicarea corecta a ei se pot obtine beneficii
considerabile.
Este bineinteles responsabilitatea fiecarei persoane sa
inteleaga textul pe deplin si sa-l aplice asupra lor in mod
corect. Exista o lista de informatii pe internet pentru cei
care au nevoie de ajutor. Pentru a te inscrie, foloseste
browser-ul pentru a merge la adresa urmatoare:
http://lists.newciv.org/mailman/listinfo/trom
si urmeaza instructiunile.

ACKNOWLEDGMENTS

Intelepciunea incepe acolo unde nevoia de a intelege


jocurile devine mai puternica decat nevoia de a le juca.
D.H.S
As vrea sa-mi arat multumirea si recunostinta fata de
marii filosofi, artisti si oameni plini de compasiune ai
lumii, din trecut si din prezent, care mi-au amintit de
calitatile cele mai deosebite pe care omul le poseda. Cu
precadere fata de George Boole, omul care a scos logica
din aura ezotericului si a adus-o in lumea calculului
matematic ce poate fi inteles si de un elev in anul doi de
liceu.
As vrea sa-mi arat profunda recunostinta lui L. Ron
Hubbard, fondatorul Dianeticii si Scientologiei, omul
care a scos psihologia din creier si a oferit-o inapoi
omenirii. Am avut privilegiul sa lucrez cu Dr. Hubbard
in anii pregatitori ai studentilor lui, si a aprins in mine o

17
scanteie care mi-a spus ca viata are un sens si ca putem
face ceva in aceasta privinta.
D.H.S. Sept. 1979.

Cei pe care zeii vor sa-i distruga, mai intai ii duc la


nebunie.
Euripide.
Celor pe care zeii vor sa-i duca la nebunie, le ascund
mai intai natura vietii si a jocurilor.
D.H.S.

Daca toate jocurile sunt agreabile, iar niciun joc nu este


rezonabil, iar daca rezolvarea mintii este o activitate
rezonabila, atunci aceasta nu este un joc, dar acest lucru
n-o opreste sa fie o activitate agreabila.
D.H.S.

Nu este nevoie sa ai incredere in teorie inainte ca


exercitiile practice sa functioneze pentru tine; accepta
doar ideea ca o posibilitate. Faptul in sine ca exercitiile
functioneaza nu inseamna ca teoria este adevarata,
pentru ca ar putea exista mai multe teorii posibile din
care am putea deduce practica. Pana cand se dovedeste
ca practica dedusa din teorie nu functioneaza, putem
totusi considera teoria ca fiind folositoare. Nimic mai
mult nu se poate afirma despre orice alta teorie. De
asemenea, corectitudinea sau incorectitudinea ei depinde
de cat de bine poate explica legile naturale, iar nu de
parerea oamenilor cu privire la ea.

18
Nu cunosc nicio situatie unde aceasta teorie sa nu
reuseasca sa explice fenomenele manifestate. Totusi, voi
fi primul care sa aplaude orice fiinta care poate explica
toate faptele folosind o teorie mai simpla din care sa
rezulte si mai multe exercitii ce se pot practica. (Occam 9
a fost un vechi prieten de-al meu.)

Filosof englez care era de parere ca, dintre doua sau mai
multe teorii concurente, cea mai simpla dintre ele era de
preferat.

19

TEORIE

Viata este o calitate spirituala. Poseda patru abilitati de


baza:
1.
2.
3.
4.

Poate face ca ceva sa existe.


Poate face ca ceva sa nu mai existe.
Poate sa cunoasca.
Poate sa nu cunoasca.

Nota: Fiecare dintre urmatoarele tabele cu abilitati,


scopuri/intentii si tabelul continand Ciclul de Esecuri ale
Postulatelor au la baza aceasta lista de abilitati. Adica: Un
conflict intre ramura 1 Trebuie cunoscut si ramura 4 Nu
trebuie sa cunosc reprezinta o fiinta pozitionata pe ramura 1
care creeaza un efect si o alta fiinta pe ramura 4 care nu vrea sa
cunoasca / perceapa acel efect. (editorul)

Aceste actiuni sunt realizate prin postulate. Un postulat


este o consideratie cauzativa.
Ceea ce este facut sa existe, facut sa nu mai existe,
cunoscut sau ne-cunoscut este denumit efect.
1. Scopul crearii unui efect este acela de a-l face
cunoscut.
2. Scopul pentru care un efect este facut sa nu mai
existe este acela de a-l face necunoscut.
3. Scopul cunoasterii este de a cunoaste.
4. Scopul ne-cunoasterii este de a nu cunoaste.
Fiecare dintre cele patru actiuni de baza ale vietii are o
structura de dublu-postulat: The four basic actions of life
each have a twin postulate structure:
1.

Postulatul care face ca efectul sa existe, si

20

2.
3.
4.

postulatul ca va fi cunoscut.
Postulatul care face ca efectul sa nu mai existe
si postulatul ca va fi facut ne-cunoscut.
Postulatul de a cunoaste efectul si postulatul ca
va fi facut cunoscut.
Postulatul de a nu cunoaste efectul si postulatul
ca va fi facut necunoscut.

Asadar, 1 & 3 si 2 & 4 sunt postulate complementare.


Ele amplifica afinitatea.
Deci, 1 & 4 si 2 & 3 sunt postulate conflictuale. Ele
diminueaza afinitatea.
Comunicarea este actiunea de a crea postulate
complementare. (Din addendum 71)
Postulatele conflictuale poarta denumirea de joc.
Scopul jocului este distractia. Toate postulatele
conflictuale sunt jocuri in esenta, desi pot fi denumite si
in alte feluri. Datorita contaminarii cu postulate
conflictuale, toate jocurile tind sa reduca abilitatea fiintei
de a emite postulate.
Puterea unei fiinte sta in abilitatea ei de a-si pune in
aplicare postulatele.
Un joc este castigat atunci cand invinsul devine convins
de postulatele oponentului. In esenta, toate jocurile
reprezinta competitii de convingere, iar esecurile sunt de
fapt esecuri ale postulatelor. (Acele lucruri care au fost
in mod variat denumite engrame, traume, etc. se vor
dovedi a fi formate, in cele din urma, dupa o analiza, din
esecuri ale postulatelor.) Esecul postulatelor este
cunoscut sub numele de coplesire. Intr-un joc, coplesirea
postulatului unui oponent reprezinta un act categoric si
evident, care va fi denumit overt. Daca propriile
postulate ale cuiva sunt coplesite sau invinse, atunci
vorbim despre un motivator.

21
Diferenta intre a castiga/a pierde si overt/motivator este
una de nuanta, determinata doar de valoarea atribuita
jocului. Daca jocul este relativ banal, neserios, se
foloseste tandemul castig/pierdere; insa, daca jocul este
considerat serios (important), atunci se aplica tandemul
overt/motivator.
Deoarece castigarea unui joc determina finalizarea lui
implicit, jocul insusi dispare castigarea sau pierderea
jocului sunt consideratii secundare activitatii de a juca
acel joc. De aceea, jucarea jocului este superioara ca
semnificatie, mai importanta decat consideratia de a
castiga/a pierde.
O regula a tuturor jocurilor este aceea ca,
diminuarea in mod intentionat a abilitatilor
oponentului, pentru a ajunge intr-o pozitie mai
favorabila fata de acesta, duce inevitabil la conditia
de pierdere fortata a jocului.
De aici, paradoxul tuturor jocurilor:
a.
b.
c.
d.

Toate jocurile sunt jucate pentru distractie


Nu este distractiv sa castigi mereu
Cine pretinde supunere va determina o
eventuala infrangere fortata asupra sa.
Deci, in cele din urma, rezultatul final al
tuturor jocurilor este esecul.

Aceasta este spirala descendenta a abilitatilor fiintei in


Univers.
(O lege a tuturor jocurilor este aceea ca: esecul rezultat
prin coplesire determina fiinta sa adopte, in mod
compulsiv, postulatul pan-determinat al oponentului10
sau. Acesta reprezinta postulatul impus asupra lui, la
capatul liniei de comunicare. Asadar, un joc poate fi
considerat un conflict intre postulate, in care o fiinta face
10

Formula comunicarii este: Cauza, Distanta, Efect cu


Intentie, Atentie si Duplicare cu Intelegere. (HCOB 5 Apr 73)

22
eforturi sa-si convinga oponentul cu propriul postulat
(PD), opunandu-se in acelasi timp postulatului (PD)
actionat impotriva ei. Toate jocurile, in ciuda
complexitatii lor aparente, pot fi reduse la aceasta
simplitate de baza si deci intelese. Copiere din pagina
25).
Cele mai multe jocuri nu se termina in coplesire. Totusi,
de la varsta conceptiei pana la aproximativ 6 ani, copilul
nu si-a dezvoltat inca niciun grad de independenta fata
de parinti sau fata de alte persoane. Toate atitudinile,
actiunile si lucrurile spuse sau facute de catre oamenii
din jurul copilului sunt inregistrate de acesta, aflandu-se
intr-o stare de coplesire continua. Aceste inregistrari
timpurii reprezinta o arie vasta a mintii care trebuie
accesata cu TROM. Aceste inregistrari incep sa ruleze
de fiecare data cand o persoana se afla intr-o situatie
tensionata, stresanta, si se manifesta ca sentimente
copilaresti de natura emotionala, sau ca valente
parintesti, repetand cuvintele inregistrate de la parinti
cand copilul avea pana in 6 ani. De fiecare data cand o
situatie stresanta determina o persoana sa repete
continutul unei coplesiri, fiinta insasi este privata de
perceptia timpului prezent. Ai putea sa te afli, de
exemplu, intr-o situatie in care te intalnesti cu un client
important si faci un efort special sa-i retii numele, ca sati dai seama, dupa cateva momente dupa care el si l-a
spus, ca nu-l stii.
Poti citi mai multe despre aceste manifestari Parinte Copil in cartea Games people play a lui dr. Eric Berne.
Dupa pierderea unui joc considerat serios, singurul
recurs al invinsului este sa-l acuze pe invingator pentru
ca l-a coplesit. Deci, reprosul este atribuirea
responsabilitatii pentru rezultatul unui joc - o nedreptate
implicita. Daca invingatorul accepta reprosul si acest
fapt reprezinta coplesirea unui postulat va simti vina.
Deci, reprosul si vina sunt considerate fatete ale aceleiasi
monede: cand una este prezenta, intotdeauna va aparea si
cealalta. Ele functioneaza in pereche, fiind inseparabile.

23
Jocurile se desfasoara in spatiu si au nevoie de timp
pentru a se finaliza. In absenta jocurilor, spatiul si timpul
inceteaza sa mai existe. Deci, postulatele conflictuale
perpetueaza spatiul si timpul, in vreme ce postulatele
complementare le dizolva.
Un joc, ca sa merite jucat, trebuie sa contina elemente
considerate valoroase. Valoarea este masurata prin
aprecierea frumusetii si creste odata cu raritatea. Dar
cum efectul si aprecierea valorii (sau a frumusetii) sunt
generate de viata insasi, intelegem ca viata are valoare
superioara fata de toate celelalte lucruri. (Civilizatiile
decad invariabil atunci cand acest adevar se pierde.)
Postulatele complementare sustin viata; postulatele
conflictuale functioneaza in detrimentul acesteia.
Asadar, jocurile, desi considerate agreabile, sunt
responsabile pentru diminuarea cantitatii de viata pe
care fiinta o poseda.
Jocurile, prin natura lor, pot deveni compulsive11, si pot
diminua viata intr-o asemenea masura, incat adevarata
natura a vietii, postulatele si chiar jocurile devin
necunoscute pentru fiinta. Aceasta stare de lucruri se
poate remedia intr-un final doar prin aplicarea
postulatelor complementare. Asadar, postulatele
complementare, cand sunt aplicate, au abilitatea de a
dizolva toate jocurile.
Secventa Overt Motivator cand esti coplesit intr-un
joc important vei primi o motivatie de a coplesi pe
altcineva in acelasi joc. S-ar putea sa nu fi constient de
unde vine motivatia cand esti pe cale sa coplesesti un
jucator nou. Daca vei fi intrebat de ce faci acest lucru, te
vei justifica prin corectitudinea actului de coplesire
impus asupra altcuiva. Apoi vei continua prin a coplesi
un jucator nou in acel joc, fara sa-i iei in considerare
11

Compulsiv aceasta sintagma ar putea sa faca mai mult sens


prin tandemul compulsiv/dependent. Daca vrei sa joci un joc si
nu vrei sa te opresti, atunci manifesti dependenta fata de joc.
Daca cineva ti-a gresit si vrei sa echilibrezi situatia, atunci
esti dependent de razbunare.

24
sentimentele... iar motivul pentru care faci asta este acela
ca actionezi automat si fara sa gandesti, interpretand
postulatul pan-determinat pe care l-ai primit cand ai fost
coplesit.
Cand rulez acest grup de incidente in propriul meu caz,
nu incerc niciun sentiment cum ca as coplesi acum pe
cineva, datorita a ceea ce mi s-a intamplat mai demult.
Veriga lipsa dintre overt si motivator este postulatul pandeterminat al incidentului vechi, ce isi face din nou
aparitia, reeditandu-se in incidentul urmator. Recunosc
aceasta veriga lipsa doar mai tarziu, aplicand Suprimarea
Timpului asupra acelor incidente.
Prin Suprimarea Timpului vei observa ca incidentele
caracterizate de Fortat sa cunosc vor aduce in lumina
evenimente corelate, caracterizate de Fortez sa
cunoasca. Asa functioneaza secventa overt-motivator.
Fiecare dintre cele patru actiuni de baza ale vietii au
structura de dublu-postulat:
1.
2.
3.
4.

Postulatul care creeaza efectul si postulatul ca


va fi cunoscut.
Postulatul care face efectul sa nu mai existe si
postulatul ca va fi facut ne-cunoscut.
Postulatul de a cunoaste efectul si postulatul ca
fa fi facut cunoscut.
Postulatul de a nu cunoaste efectul si postulatul
ca va fi facut necunoscut.

Asadar, in cadrul fiecarei actiuni de baza a vietii, fiecare


postulat isi completeaza si-si imbunatateste geamanul.
Deci, structura postulatelor dintre fiinte este:
SINE
1. A face cunoscut.
2. A face necunoscut.
3. A cunoaste.
4. A nu cunoaste.

ALTII
A cunoaste.
A nu cunoaste.
A face cunoscut.
A face necunoscut.

25
Postulatul sinelui se afla la propriul capat al liniei de
comunicare a cuiva si este denumit postulat autonu
cunoaste-determinat, sau determinat de sine (SD);
postulatul celuilalt este cel pe care tu il plasezi la
celalalt capat al liniei de comunicare, fiind denumit
postulat pan-determinat (PD). Asadar, cand doua fiinte,
aflate la capetele unei linii de comunicare, adopta (1) si
(3) sau (2) si (4) respectiv, ambele postulate autodeterminat si pan-determinat sunt in armonie perfecta, si
are loc intelegerea. (Ele comunica) Totusi, cand fiintele
adopta (1) si (4) sau (2) si (3) respectiv, apare un conflict
intre postulatele SD si PD, iar intelegerea este redusa
corespunzator. (Ele joaca un joc).
O regula a tuturor jocurilor este aceea ca esecul prin
coplesire determina fiinta sa adopte in mod compulsiv
postulatul pan-determinat al oponentului sau12.
Asadar, un copil aflat in primii 6 ani de viata care este
respins si ignorat in mod repetat de mama lui isi va
dezvolta convingerea ca Nu sunt bun de nimic.
Atitudinea aparenta a mamei.
Acesta este postulatul impus asupra lui la capatul lui al
liniei de comunicare. Asadar, un joc, poate fi privit ca un
conflict al postulatelor in care o fiinta se straduie sa-si
convinga oponentul cu propriul postulat (PD), incercand
in acelasi timp sa reziste in fata postulatului (PD) care-i
sta impotriva. Toate jocurile, contrar complexitatii lor
aparente, pot fi reduse la aceasta formula simpla de baza,
astfel putand fi intelese.
Toate jocurile contin convingere. Convingerea, prin
definitie, este o fortare, o impunere a cunoasterii13.
12

Formula comunicarii este: Cauza, Distanta, Efect cu


Intentie, Atentie si Duplicare cu Intelegere. (HCOB 5 Apr 73)
13
CUNOASTERE, 1. certitudine a fiintei. (PAB 1) 2 . un
potential pentru adevar; nu se refera la date, la informatii.
(PDC 47) 3 . cunoasterea ar fi auto-determinarea
cunostintelor.
(5405C20) AUTO-DETERMINARE, 1. abilitatea de a
localiza in spatiu si timp, energia si materia; de asemenea,

26
Impunerea cunoasterii se numeste importanta.
Importanta sta la baza sensului, a insemnatatii.
Importanta este radacina semnificatiei. In esenta,
importanta este ceva impus, ceva care trebuie.

abilitatea de a crea spatiu si timp in care sa creezi si sa plasezi


energie si materie. (Scn 0-8, p. 25) 2 . auto-determinare
referitor la miscare se refera, prin propria putere de a alege, la
a permite obiectului sau corpului sa fie imobil sau mobil; a
permite unui lucru sa fie sau sa nu fie schimbat; a permite unui
lucru sa fie sau sa nu fie inceput. (CMSCS, p. 18) 3. autodeterminare este acea stare a fiintei in care individul poate sa
fie controlat de imprejurari sau nu, in concordanta cu propria
lui alegere. In acea stare, individul este increzator in sine cu
privire la controlul asupra universului material si al
organismelor facand parte din el, de-a lungul fiecarei dinamici.
Este increzator cu privire la orice abilitate sau talent ar avea.
Este increzator in relatiile sale interpersonale. Rationeaza dar
nu este nevoit sa reactioneze. (AP&A, p. 53) 4 . impunerea
totala si exclusiva a timpului si spatiului asupra fluxurilor de
energie. Impunerea timpului si spatiului asupra obiectelor,
oamenilor, sinelui, evenimentelor si indivizilor, este
cauzalitate. (Scn 8-80, p. 44) 5 . controlul teta al organismului
(Scn 0-8, p. 83) 6 . responsabilitatea totala fata de sine, fara
responsabilitate pentru alta latura a jocului. (Scn 0-8, p. 119)
7 . semnifica abilitatea de a se auto-directiona. (2 ACC 30A,
5312CM21) 8 . individul poate determina ceva doar din
propriul punct de vedere. ( SH Spec 83, 6612C06) 9 . o
conditie a determinarii actiunilor sinelui. Este o actiune
dinamica primara (de sine) si le lasa pe celelalte sapte
nedeterminate sau, actualmente, in opozitie fata de sine. Deci,
daca cineva ar vrea sa se angreneze intr-o lupta impotriva
vietii existente, atunci acela ar duce la apogeu ideea de autodeterminare. Cineva este, atunci, auto-determinat in orice
situatie in care lupta. Este pan-determinat in orice situatie pe
care o controleaza. (FOT, p. 50)10. auto-determinarea
inseamna, in esenta, control prin unitatea de constientizare a
constiintei a carei identitate a fost conceputa. selfdeterminism meant, in essence, control by the awareness of
awareness unit of that which it conceived to be its identity.
(Dn55!, p. 98)

27
In jocuri, cele patru abilitati de baza ale noastre, devin:
SD

PD

1.Trebuie sa fie cunoscut.


2.Nu trebuie sa fie cunoscut.
3.Trebuie sa cunosc.
4.Nu trebuie sa cunosc.

Trebuie sa cunosc.
Nu trebuie sa cunosc.
Trebuie sa fie cunoscut.
Nu trebuie sa fie cunoscut.

(Nota: adaugarea sintagmei Trebuie unui postulat,


denota faptul ca acesta este serios. Doar jocurile serioase
iti cauzeaza aberatii atunci cand le pierzi sau le castigi).
Editorul
Ceea ce este considerat important tinde sa persiste si sa
devina mai solid. Soliditatea si persistenta (nevoia de)
stau asadar la baza fenomenelor de convingere din
jocuri. Lucrurile sunt facute mai solide si mai persistente
pentru a-i convinge pe altii de existenta lor. Mecanismul
este in intregime reversibil: ceea ce este persistent si
solid tinde sa fie considerat important.
Orice importanta este relativa fata de, si poate fi
comparata cu orice alta importanta. Nu exista importanta
absoluta. Asadar, ceea ce fiinta considera a fi important
este relativ, in functie de fiinta respectiva si de jocurile
in care este angrenata.
Asadar, orice ramura a stiintei care postuleaza o
importanta absoluta, incalca legile naturii. (Cautarea
semnificatiilor mai profunde in viata sau in mintea
umana reprezinta doar o cautare dupa importante mai
mari sau mai timpurii. Dat fiind faptul ca toate
importantele sunt relative fata de toate celelalte
importante, gasim ca aceasta cautare este zadarnica si
fara sfarsit. In trecut, diversi cercetatori din acest
domeniu sustineau ca au descoperit importante
primordiale de o natura mai mult sau mai putin absoluta
(sex, supravietuire, etc) si apoi au dezvoltat o
terapie bazata pe descoperirile lor. Acum putem vedea
foarte clar de ce au dat gres. Butonul este importanta.
Acum, ca l-am gasit, putem sa oprim cautarea.)

28
Cantitatea de convingere necesara pentru a asigura o
fiinta de existenta unui postulat este relativa fata de
fiinta respectiva si fata de jocurile pe care aceasta le
joaca.
Cele de mai sus sunt importante. Abilitatea de a rezista
in fata postulatului formulat impotriva ta variaza de la o
situatie la alta. Un bebelus are abilitate zero de a rezista.
Un copil are abilitate redusa incepand de pe la varsta
cand poate sa spuna Nu! sau Al meu!. Un adult si-a
dezvoltat deja o abilitate sporita, datorita educatiei
parintilor, studiilor, sau pregatirii profesionale.
Controlarea cu succes a situatiilor din viata dezvolta
increderea in sine, care ajuta la a tine piept coplesirii.
Regulile jocurilor reprezinta un acord intre fiinte cu
privire la ceea ce este permis in desfasurarea lor.
Regulile sunt si ele postulate in esenta, dar fiind
subordonate postulatelor jocurilor, devin si ele subiecte
de joc.
Asadar Legea, Justitia, etc. devin ele insele o conditie a
jocurilor14 si se supun, subordonate fiind, regulilor de
baza ale jocurilor. Deci, orice regula a jocurilor, odata
introdusa, devine imediat, cu drepturi depline, subiect al

14

CONDITIE A JOCURILOR, 1 . cand spui conditie a


jocurilor vrei sa spui ca puterea de alegere a cuiva a fost
subjugata impotriva vointei proprii, spre o activitate fixa de la
care nu trebuie sa-si ia atentia. (SH Spec 32, 6107C20) 2 .
expresia conditie a jocurilor are de fapt sens peiorativ,
distructiv. Are atasat si un aspect tehnic. Cand spui conditie a
jocurilor te referi la un pachet caracterizat in felul urmator: o
atentie fixata, o inabilitate de a scapa cuplata cu inabilitatea de
a ataca, pana la excluderea altor jocuri. Nu e nimic rau in a ne
juca. Este foarte rau daca te afli intr-o conditie a jocurilor
pentru ca aceasta implica ceva necunoscut, este o activitate
aberata, reactiva, si persoana este angrenata mult in afara
puterii sale de alegere, fara voia sau consimtamantul ei.(SH
Spec 32, 6107C20) 3 . ai pentru sine dar nu poti avea pentru
ceilalti; aceasta chiar este o adevarata conditie a jocurilor (SH
Spec 32, 6107C20) Abbr. G.C.

29
unei conditii15 a jocurilor. Asadar, singurele legi
invariabile sunt cele patru abilitati de baza ale vietii
insesi. Toate celelalte tind sa fie de natura efemera.
Daca luam si numerotam cele patru postulate SD de
baza, vom avea:
1. Trebuie cunoscut.
3. Trebuie sa cunosc.
2. Nu trebuie cunoscut. 4. Nu trebuie sa cunosc.

Jocurile de baza sunt:

Aceste patru numere vor fi denumite ramurile jocului de


baza. Opozitiile sunt sugerate prin sageti.
Comunicarile de baza sunt deci de la 1 la 3 si de la 2 la
4, sau:
Trebuie cunoscut

1. 3. Trebuie sa cunosc

Nu trebuie cunoscut 2. 4. Nu trebuie sa cunosc


(Editor)
Datorita faptului ca nu este posibil sa joci un joc cu un
efect pana ce acesta nu a fost facut sa existe, toate
15

GAME CONDITIONS, game conditions are: attention,


identity, effect on opponents, no-effect on self, cant have on
opponents and goals and their areas, have on tools of play, own
goals and field, purpose, problems of play, selfdeterminism,
opponents, the possibility of loss, the possibility of winning,
communication, non-arrival. (FOT, pp. 93-94)

30
jocurile ce contin un efect pornesc de la (1); datorita
esecului progresiv al postulatelor, fiinta trece de la o
ramura la alta a jocurilor de baza, in felul urmator:
Fiinta pozitionata pe ramura (1) este in opozitie fata de
fiinta de pe ramura (4), pe care incearca s-o convinga ca
efectul ar trebui cunoscut; (4) pe de alta parte,
considera ideea Nu trebuie sa cunosc asupra efectului,
iar postulatul sau PD este Nu trebuie cunoscut. Daca
(1) esueaza, va adopta postulatul PD al lui (4) si se va
muta de pe ramura (1) pe ramura (2), cu privire la efect.
Fiinta a renuntat la jocul precedent si se confrunta cu un
oponent nou, (3), care se straduie sa cunoasca efectul.
Din esecul in acest nou joc va rezulta faptul ca (2) este
fortat sa adopte postulatul PD al lui (3), care este
Trebuie cunoscut. Insa, nu mai poate sa adopte acest
postulat asupra efectului, deoarece acesta era deja un
esec ca urmare a jocului anterior; asadar paraseste (2) si
adopta valenta lui (3), mentinand postulatul Trebuie sa
cunosc cu privire la efect. In acest moment fiinta este in
opozitie cu propria identitate de mai inainte, (2), purtand
postulatul SD Trebuie sa cunosc, postulatul PD fiind
Trebuie cunoscut. Esecul ce va urma determina fiinta
sa adopte postulatul PD al lui (2), Nu trebuie sa
cunosc, trecand pe ramura (4), avand postulatul SD
Nu trebuie sa cunosc. In acest joc nou (si final) cu
privire la efect i se opune (1), Trebuie cunoscut,
privind efectul. Esecul in acest joc va forta fiinta sa
adopte postulatul Trebuie sa cunosc. Totusi nu poate
adopta acest postulat cu privire la efect deoarece acesta a
esuat deja. Deci se va muta in valenta lui (1) si de acum
inainte va opera cu un efect de substitutie. Acest lucru
este fortat, deoarece, in urma unei analize a situatiei,
observam ca toate cele patru postulate, SD si PD, sunt in
esec, deci niciun joc nou cu efectul original nu mai poate
fi jucat.
Acest ciclu este cunoscut sub denumirea de Ciclul de
Esecuri ale Postulatelor cu privire la un efect. Drumul
intre ramuri este:

31

Schema reprezinta cele patru ramuri ale scopului A


cunoaste. Oricare alte scopuri au de asemenea patru
ramuri, insa o examinare a lor scoate la iveala faptul ca,
fara exceptie, toate sunt cai de a face cunoscut, a face
necunoscut, a cunoaste sau a nu cunoaste. Asadar, sunt
subordonate scopului A cunoaste si nu este necesar sa
le luam in considerare.
Astfel, trecutul fiintei se dovedeste a fi constituit din
multitudinea de vicisitudini16 intampinate pe ramurile
scopului A cunoaste, cu privire la succesiunea
efectelor, cat si a efectelor de substitutie. Daca se
doreste, aceasta succesiune poate fi urmarita inapoi in
trecut.

16

Un eveniment sau situatie intamplatoare, favorabila


sau nefavorabila: o variatie a starii sau a conditiei.

CICLUL DE ESECURI ALE POSTULATELOR


CU PRIVIRE LA UN EFECT
SINE
Ramura#
ORIGINE

ALTII
Ramura#

Efect asupra Receptorului

RECEPTIE

ORIGINE

RECEPTIE

1A 4-

Trebuie sa cunosc
Pricinuire

1 Trebuie cunoscut
Revelare

1B

Nu trebuie sa cunosc
Deprivare

1 Trebuie cunoscut
Revelare

2A 4 Nu trebuie sa cunosc Deprivare

1-

2B

4-

4 Nu trebuie sa cunosc Deprivare

Motivator

Coplesit

Fortat sa cunoasca
Pricinuire

Joc

Joc

Joc

Trebuie cunoscut
Revelare

Joc

Joc

Joc

1-

Nu trebuie cunoscut
Respingere

Overt

Coplesire

Impiedicat sa fie cunoscut


Respingere

Motivator

Coplesit

Impiedicat sa cunoasca
Deprivare

Joc

Joc

Joc

Joc

Joc

Joc

3A 3-

Nu trebuie sa cunosc
Deprivare

2 Nu trebuie cunoscut
Respingere

3B

Trebuie sa cunosc
Pricinuire

2 Nu trebuie cunoscut
Respingere

2-

Nu trebuie cunoscut
Respingere

3-

4A 3 Trebuie sa cunosc
Pricinuire

4B

3 Trebuie sa cunosc
Pricinuire

2-

Trebuie cunoscut
Revelare

5A 2-

Trebuie cunoscut
Revelare

3 Trebuie sa cunosc
Pricinuire

5B

Nu trebuie cunoscut
Respingere

3 Trebuie sa cunosc
Pricinuire

6A 2 Nu trebuie cunoscut
Respingere

3-

Trebuie sa cunosc
Pricinuire

6B

3-

Nu trebuie sa cunosc
Overt
Deprivare

7A 1-

Nu trebuie cunoscut
Respingere

4 Nu trebuie sa cunosc Deprivare

7B

Trebuie cunoscut
Revelare

4 Nu trebuie sa cunosc Deprivare

8A 1 Trebuie cunoscut
Revelare

8B

2-

2 Nu trebuie cunoscut
Respingere

1-

1 Trebuie cunoscut
Revelare

Overt

Coplesire

Fortat sa fie cunoscut


Revelare

Motivator

Coplesit

Fortat sa fie cunoscut


Revelare

Joc

Joc

Joc

Joc

Joc

Joc

Coplesire

Impiedicat sa cunosca
Deprivare

Motivator

Coplesit

Impiedicat sa fie cunoscut


Respingere

Joc

Joc

Joc

4-

Nu trebuie sa cunosc
Joc
Deprivare

Joc

Joc

4-

Trebuie sa cunosc
Pricinuire

Coplesire

Fortat sa cunoasca
Pricinuire

Nota: Pista timpului merge de la 8 la 1. Vei lucra de la 1 la 8, repetand ciclul.


O schimbare de valenta apare pe Pista, intre 1 si un nou efect de substitutie introdus la 8B.
O schimbare de valenta are loc de asemenea intre 5A si 4B.

Overt

Trebuie notat faptul ca schimbarile de valenta apar


intotdeauna pe diagonala, de-a lungul pachetelor de
scopuri. Valenta in care fiinta intra se numeste valenta
invingatoare; valenta din care iese se numeste valenta
invinsa. Asadar, ramurile 1 si 3 sunt valente
invingatoare iar ramurile 2 si 4 sunt valente ce vor fi
invinse. Schimbarile de pe ramura 1 pe ramura 2 sau
de pe ramura 3 pe 4 nu sunt schimbari de valenta; ele
pot fi cel mult considerate suprapuneri ale unui
postulat de tip Nu trebuie asupra unui postulat deja
existent Trebuie, care acum este in esec. Toate
schimbarile de valenta implica adoptarea unei noi
identitati, fie ea reala sau imaginara.
Depozitul in care sunt pastrate aceste experiente ale
scopului A cunoaste cu privire la o succesiune de
efecte si la efecte de substitutie, este denumit minte. In
forma ei de baza asadar, mintea este cel mai bine a fi
considerata ca o colectie de importante din trecut.
Data fiind natura lor intrinseca, importantele din
trecut au putere de comanda asupra fiintei din
prezent. Totusi, pe masura ce importantele din
trecut sunt accesate si reevaluate fata de realitatile
din prezent, se va observa ca mintea devine in mod
progresiv mai putin persistenta si din ce in ce mai
putin solida, pana cand, intr-un final, va disparea.
Cu toate acestea, fiinta poate oricand, prin reintroducerea in minte a unor importante noi, sa o faca
sa apara iarasi cu orice soliditate se doreste. Evident,
cand acest stadiu este atins, mintea nu va mai avea
putere de comanda asupra fiintei iar toate abilitatile ei
vor fi restabilite.
Puterea de comanda a mintii asupra fiintei reprezinta
doar puterea de comanda a postulatelor care sunt
continute in ea. Odata ce acestea au fost contactate si
reevaluate fata de realitatile timpului prezent, mintea,
ca entitate, se va dizolva. Cum mintea nu contine
postulate care au fost puse acolo de catre fiinta in

timpul diverselor jocuri jucate de-a lungul vietii, este


lipsita de valoare; cat timp nu este necesara pentru
referinta sau scopuri estetice, cel mai bine este sa fie
tinuta intr-o stare de disparitie.
Fiinta se angreneaza in jocuri la nivel de Dorinta;
acestea se amplifica dupa aceea, devenind
Constrangere si in cele din urma Inhibitie17. Asadar,
fiinta se va afla intr-o conditie a jocurilor cu privire la
jocurile din trecut. Iar cum depozitul acestor jocuri
vechi este denumit minte, fiinta se dovedeste a fi intro conditie a jocurilor cu propria minte. De vreme ce
mintea contine doar postulatele vechi ale fiintei
respective, aceasta nu va putea niciodata sa castige
jocul impotriva propriei minti. Este singurul joc pe
care nu poate decat sa-l piarda.
Cazurile extreme de esec in acest joc le
consideram nebunie.
Ceea ce numim enigme ale mintii reprezinta
rezultatul jocurilor compulsive in care fiinta se afla cu
privire la propria minte. Atitudinea fiintei fata de
mintea sa, ori fata de orice parte a ei, se poate
manifesta doar pe una din ramurile scopului A
cunoaste. Deci mintea se manifesta prin fenomenul
urmator:
Orice incercare de a crea un efect asupra ei (Trebuie
cunoscut) o va determina sa reziste acestui efect (Nu
trebuie sa cunosc). Cu cat efortul de a crea un efect
asupra ei este mai mare, cu atat ea se va opune mai
mult.
La fel, incercarea de indepartare a ei (Nu trebuie
cunoscut) va determina mintea, in egala masura, sa
17

Mai intai doresti sa joci un joc


Apoi trebuie sa-l joci
Apoi trebuie sa nu-l joci

urmareasca fiinta (Trebuie sa cunosc). Acesta este


bine-cunoscutul sentiment de a nu mai scapa de
propria minte.
Orice incercare de a cunoaste mintea (Trebuie sa
cunosc) o va determina sa adopte ideea Nu trebuie
cunoscut si sa devina, in mod progresiv, mai evaziva.
Orice incercare de rezistenta impotriva mintii (Nu
trebuie sa cunosc) o va determina imediat sa se
impuna asupra fiintei (Trebuie cunoscut) si s-o
copleseasca.
Aceasta este singura conditie a jocurilor in care fiinta
poate intra cu privire la propria minte, iar
necunoasterea naturii ei reale i-a determinat pe fostii
cercetatori in acest domeniu sa caute solutii in zadar.
Are bine-meritata reputatie de a fi cel mai dificil
subiect despre care se puteau descoperi informatii.
Aceasta conditie a jocurilor dintre fiinta si mintea ei
explica si apatia des intalnita in momentul in care se
pune problema de a face ceva pentru rezolvarea
problemelor mintii, pentru ca cele mai multe fiinte sau luptat deja indelung cu ele insele fara niciun
rezultat cu privire la acest subiect; s-au resemnat,
considerand situatia lor ca fiind inevitabila. Asadar, se
poate observa in mod clar ca mintea nu poate fi
rezolvata printr-o conditie a jocurilor fata de aceasta,
dat fiind faptul ca, orice rol si-ar asuma, fiinta va fi
invariabil coplesita de catre propria minte.
Cheia rezolvarii mintii consta deci in instruirea fiintei
spre descoperirea si crearea postulatelor
complementare; si, tranzitoriu18, in deslusirea masei
incalcite a postulatelor conflictuale din minte. Mintea,
fiind un depozit pentru jocuri vechi, reprezentand
postulate conflictuale, nu are aparare impotriva
18

Care nu dureaza, care nu persista, nepermanent; temporar.

aplicarii si reinjectarii postulatelor complementare cu


privire la efectele pe care mintea le contine. Pe scurt,
facem ca mintea sa dispara prin determinarea
fiintei sa creeze si sa faca exercitii, in mod
progresiv, cu postulate complementare si
conflictuale; sa creeze si sa experimenteze coplesiri
de tip overt sau motivator, sa joace jocuri si, in
general, sa-si recastige controlul, determinarea,
asupra acestor patru postulate de baza SD si PD
a caror succesiune formeaza ceea ce numim
viata. De-a lungul acestui proces va descoperi, sau
va redescoperi tot ceea ce este de stiut despre viata; isi
va dezvalui de asemenea adevarata sa natura ca fiinta
spirituala.
Stiind anatomia jocurilor si Ciclul de Esecuri ale
Postulatelor, este posibil sa facem o lista cu toate
clasele de overt si motivatori pe care le putem
concepe vreodata cu privire la un efect. Este posibil de
asemenea sa facem aceasta lista respectand ordinea in
care au fost acumulate de-a lungul timpului. Fiecare
ramura a scopului A Cunoaste are propriul sau overt
si motivator, avand astfel un total absolut de 8 clase.
Ramura 1.
Ramura 2.
Ramura 3.
Ramura 4.

1) Fortat sa cunoasca. (overt).


2) Impiedicat sa fie cunoscut. (Motivator).
3) Impiedicat sa cunoasca. (overt)
4) Fortat sa fie cunoscut. (motivator).
5) Fortat sa fie cunoscut. (overt).
6) Impiedicat sa cunoasca. (motivator).
7) Impiedicat sa fie cunoscut. (overt).
8) Fortat sa cunoasca. (motivator).

Daca cineva doreste sa abordeze acest tabel, cu privire


la un efect specific asupra unei fiinte, va lucra
bineinteles invers, de la 8 la 1, dat fiind faptul ca
experientele cele mai recente tind sa le eludeze pe cele
mai timpurii. Asadar, pentru a inlatura puterea de
comanda a oricarui efect din minte, trebuie doar sa

descarci diversele overt-uri si motivatoare acolo unde


acestea apar pe linia timpului. Cum se poate observa,
exista doar patru clase de coplesire, iar fiecare are un
nume comun in limba noastra:
Fortat sa cunoasca
Impiedicat sa fie cunoscut
Impiedicat sa cunoasca
Fortat sa fie cunoscut

Pricinuire
Respingere
Deprivare
Revelare

Pricinuire/Respingere si Deprivare/Revelare formeaza


cate o pereche, si sunt asociate cu unul sau celalalt
dintre cele doua jocuri de baza. Viz19:
Ramura 1 (Trebuie cunoscut) comite overt-ul
Pricinuirii si sufera motivatorul Respingerii.
Ramura 2 (Nu trebuie cunoscut) comite overt-ul
Deprivarii si sufera motivatorul Revelarii.
Ramura 3 (Trebuie sa cunosc) comite overt-ul
Revelarii si sufera motivatorul Deprivarii.
Ramura 4 (Nu trebuie sa cunosc) comite overt-ul
Respingerii si sufera motivatorul Pricinuirii.
(Nota importanta: Trebuie realizat faptul ca aceste 4
cuvinte au doar un rol de substitutie pentru postulatele
precise notate in Ciclul de Esecuri ale Postulatelor, si
trebuie folosite doar tinand cont de acest lucru.
Asadar, s-ar putea dovedi folositoare la inceput, dar
mai tarziu trebuie folosite postulatele exacte asa cum
sunt ele notate in tabel, daca doresti sa-ti desfaci asa
cum trebuie mintea in bucatele.)

19

Viz videlicet - cum s-ar zice; adica (folosit pentru a


introduce exemple, detalii, etc.). Prescurtare: viz.

Oamenii au tendinta repet tendinta sa devina mai


mult sau mai putin fixati pe una sau alta din ramurile
jocului de baza, si isi asuma caracteristicile
personalitatii postulatului pe care il dramatizeaza. Viz:
Trebuie cunoscut. Debordant. Extrovertit. Persuasiv.
Creativ. Adesea predispus la gelozie. Manifesta overt
prin pricinuire si este foarte deranjat de respingere. A
ajuns pe aceasta ramura fiind coplesit de un Trebuie
Cunoscut, in a carui valenta se afla acum. (motivator:
Respingere).
Nu trebuie cunoscut. Debordare constransa. Retras,
timid. Prefacut. Rezervat. Obsedat de intimitate.
Tinde sa asimileze masa si avere prin simpla calitate
de a nu fi in stare s-o extroverteasca. Manifesta overt
prin deprivare, este foarte ingrijorat de gandul ca
tertipurile lui secrete vor fi scoase la lumina. A ajuns
pe aceasta ramura fiind coplesit de un Nu Trebuie sa
Cunosc, in timp ce se afla pe ramura Trebuie
Cunoscut; acum dramatizeaza postulatul PD Nu
Trebuie Cunoscut al celui care l-a coplesit. (motivator:
Revelare).
Trebuie sa cunosc. Absoarbe informatie. Bagacios.
Curios. Senzualitate20 accentuata. Pretinde linii
deschise de comunicare. Uraste secretele, ii place sa le
expuna. Este priceput in a descifra enigme, in a
rezolva probleme complicate. Manifesta overt prin
revelare si uraste cand lucrurile ii sunt luate. A ajuns
pe aceasta ramura fiind coplesit de un Trebuie sa
Cunosc, a carui valenta o ocupa acum. (motivator:
Deprivare).
Nu trebuie sa cunosc. Absorbtie limitata a informatiei.
Respingere. In mod compulsiv reduce la zero
semnificatia oricarui lucru. Distructiv. Manifesta overt
prin respingere, si are un sentiment de oroare cand i se
20

Inclinat spre placerile trupesti, carnal. Preocupat de


satisfacerea simturilor.

pricinuieste ceva. Contrar parerii populare, nu a


devenit astfel datorita lucrurilor fortate asupra lui. A
ajuns pe aceasta ramura fiind coplesit de un Nu
Trebuie Cunoscut in timp ce se afla pe ramura Trebuie
sa Cunosc; acum dramatizeaza postulatul PD Nu
trebuie sa Cunosc al celui care l-a coplesit. A fost
coplesit prin deprivare. (motivator: Pricinuire).
Cei mai multi oameni prezinta o combinatie a
tipologiilor de mai sus, insa, ocazional, vei intalni un
exemplu aproape pur. In general, cu cat o
personalitate este mai inflexibila, cu atat va tinde catre
o tipologie pura. Se poate observa asadar ca fiinta se
va manifesta intr-o anume clasa de motivatori, acea
clasa denotand pe de o parte tipurile de overt pe care
le comite in mod compulsiv, ramura jocului de baza
pe care o dramatizeaza, cat si cum a ajuns mai exact
pe acea ramura. Cand avem de-a face cu mintea,
aceste informatii sunt de o valoare inestimabila.
Singurul secret prin care putem face orice masa
mentala sa dispara este acela de a-i reevalua
importanta fata de realitatile timpului prezent,
pana cand va fi considerata atat de banala, incat
existenta ei nu va mai fi o necesitate; in acel
moment, masa poate fi foarte usor ne-cunoscuta
si imediat aceasta va disparea. Cat timp masa este
considerata importanta, aceasta va continua sa existe,
iar fiinta va continua sa o cunoasca - in pofida
incercarilor ei disperate de a nu o cunoaste. A incerca
sa faci o masa mentala sa dispara folosind forta, in
timp ce aceasta este considerata importanta, este
culmea prostiei, iar rezultatul nu poate fi altul decat
frustrare si esec. Observam asadar ca reevaluarea
importantelor din trecut reprezinta singurul pas
necesar pentru a reusi dizolvarea oricarei mase
mentale. Devremece psihoterapia de succes poate fi
definita ca un sistem care face ca bolile mentale sa
dispara, conchidem ca aceste informatii sunt vitale
pentru scopul nostru.

Abilitatea de a atribui sau de a anula importante, desi


nativa pentru fiinta, va cere o atentie speciala pe
parcurs.
Atribuirea consideratiei de non-importanta asupra unei
mase, dupa ce a fost considerata deja importanta, se
traduce printr-o incercare de-a o devaloriza (Nu
trebuie sa cunosc), si reprezinta doar o alta metoda
prin care aplicam forta pentru a o face sa dispara. De
aceea ideea de non-importanta nu trebuie luata in
considerare. Imediat ce vom intelege faptul ca nevoia
de a privi ceva ca fiind ne-important reprezinta la
randul ei o importanta in toata regula, vom fi realizat
cu adevarat semnificatia celor de mai sus. Butonul
este reprezentat de importanta; non-importanta iese la
spalat.
Fiinta, in conditia ei din ce in ce mai violenta a
jocurilor cu propria minte, s-a straduit s-o
devalorizeze in speranta ca va disparea si-o va lasa in
pace. Ciclul acesta este:
Mintea este considerata ca o serie de scene din trecut.
Mintea este considerata ca imagini ale scenelor din
trecut.
Mintea este considerata ca amintiri fara existenta
obiectiva.
Mintea este considerata ca fiind o serie de configuratii
din creier.
Realitatea este ca vorbim despre o fiinta care poate
privi catre scene. Poate privi catre scenele de acum,
din acest moment si se poate uita catre scenele de
atunci, din trecut. Singura diferenta este aceea ca
scenele de atunci sunt scene din trecut, iar scenele
de acum sunt scene din prezent. Daca atunci pare
a fi mai putin real decat acum, acest lucru se
intampla numai pentru ca fiinta le face sa fie astfel.

O fiinta nu poate comunica decat de la un terminal la


altul, pe o distanta oarecare. Nu poate comunica in
timp. Deci, cand priveste inspre atunci, aceasta
actiune se intampla acum. Inspre orice ar privi, acel
lucru este observat acum.
O fiinta poate vedea acum din orice punct de
vedere. O fiinta poate vedea atunci din orice punct
de vedere. Asadar, orice moment in timp reprezinta un
univers intreg inspre care fiinta poate privi. (Ideea de
punct de vedere este folosita aici in sensul de pozitie
din care poti privi, iar nu in sensul de a avea o parere
personala.) Deci, o fiinta este capabila nativ sa
observe orice particula ce a fost adusa in existenta in
acest univers sau in oricare altul, din orice punct de
vedere ar dori. Este de asemenea capabila in mod
nativ sa faca oricare din aceste particule sa nu mai
existe, daca asta doreste. Daca va primi sau nu acordul
celorlalti cu privire la aceasta ultima afirmatie tine mai
degraba de cat de convingator este fata de ei, si nu
reprezinta o conditie prealabila pentru realizarea
acestui fapt. Daca altii prefera sa mentina aceste
particule in existenta, este, pana la urma, doar alegerea
lor. Deci, poti iesi din capcana fara a fi nevoit sa-i iei
pe ceilalti dupa tine. A avea pareri diferite nu
inseamna ca le oferi celorlalti dreptul la propriile lor
convingeri o capcana in sine.
Orice schimbari vei realiza, chiar daca sunt schimbari
in atunci sau acum, le realizezi acum. Deci orice
schimbari faci in atunci, dupa ce evenimentul
respectiv s-a intamplat, nu vor determina ipso-facto
(lat: prin insusi acest lucru) schimbari in acum.
Deci, asa-numitul paradox al timpului este descoperit
ca fiind o minciuna.
Daca acest concept pare greu de inteles, acest lucru se
intampla doar pentru ca suntem obisnuiti cu ideea de a
ne misca prin timp. Aceasta este o iluzie creata de
blocarea noastra in mase, care tinde sa capete

rezistenta in timp. Doar particulele, efectele, sunt


create, facute sa persiste, si in cele din urma sunt
distruse, facute sa dispara. Fiinta spirituala, creatorul
tuturor acestor postulate, este absolut eterna. Odata ce
intelegem acest lucru, este usor de observat ca,
schimband trecutul, nu va produce ipso-facto
schimbari in prezent.
Legea Dualitatii. Aceasta afirma ca atribuirea de
importanta unui obiect, sau clasa de obiecte, atribuie
in mod automat importanta opusului sau absentei
acelui obiect. Deci, daca viata este considerata
importanta, atunci moartea absenta vietii este
investita si ea cu importanta. Daca conceptul de sine
este considerat important, atunci si conceptul de nonsine primeste in egala masura importanta. Aceasta
lege explica natura prolifica si auto-perpetuanta a
jocurilor.
Evaluarea lucrurilor, unul fata de altul, se face prin
notarea diferentelor si similaritatilor dintre ele.
Usurinta evaluarii obiectelor este invers proportionala
cu separarea spatio/temporala pe care o consideram
intre ele. Deci, evaluarea este cea mai simpla cand
cele doua lucruri sunt asezate unul langa altul in
acelasi moment din timp. Limita este atinsa cand cele
doua lucruri sunt observate simultan, pentru ca nu
trece nicio perioada de timp in care atentia noastra se
muta de pe un obiect pe celalalt.
Deci, o importanta atunci si o importanta
acum sunt cel mai bine evaluate cand sunt
observate simultan in acelasi moment in timp
acum.
Actiunea generala de a observa simultan o scena de
atunci si o scena de acum o numim Suprimarea
Timpului. Numele deriva din faptul ca actiunea de
Suprimare a Timpului elimina separatia temporala
dintre atunci si acum, anuland puterea de

comanda a scenei din trecut asupra careia Suprimarea


Timpului s-a aplicat.
Scena care a fost abordata prin Suprimarea Timpului
nu mai are putere de comanda asupra fiintei.
Abilitatea de a Suprima timpul este nativa pentru
fiinta, insa, datorita conditiei compulsive a jocurilor in
care este angrenata cu privire la trecutul ei, aceasta
abilitate s-a pierdut intr-o masura mai mare sau mai
mica, iar pentru multi aceasta va trebui sa fie invatata
aproape de la inceput. Exista exercitii pentru
imbunatatirea acestei abilitati.
Suprimarea Timpului sta la baza psihoterapiei. Cand
pacientul ii povesteste terapeutului vreo intamplare
din trecut, acesta aplica Suprimarea Timpului asupra
scenei respective, prin faptul ca terapeutul si
incidentul in cauza sunt adusi in acelasi moment din
timp acum.
Totusi, o fiinta poate invata sa Suprime Timpul
singura, detasandu-se astfel de nevoia de a avea un
terapeut. Mecanismul nu este in niciun fel dependent
de prezenta unei alte persoane. Pe masura ce devine
din ce in ce mai eficient cu aceasta abilitate, fiinta
ajunge curand la un nivel in care prezenta unui
terapeut separat nu numai ca nu este necesara, dar
chiar va incetini progresul pacientului; poate Suprima
Timpul repede, mult mai repede decat poate vreodata
un terapeut sa urmareasca, iar necesitatea continua de
a relata progresele catre terapeut devine in mod
progresiv inhibitiva, limitand in cele din urma evolutia
pacientului.
Omenirea a stiut dintotdeauna ca ajuta sa povestesti
ofurile altcuiva, dar a atribuit acest lucru unei calitati
deosebite a ascultatorului, sau simplului fapt ca s-a
purtat o discutie. Dar acest lucru nu este adevarat.
Beneficiul a derivat mereu din mecanica Suprimarii
Timpului: comunicarea simultana cu atunci si

acum. Acum ca faptele adevarate sunt cunoscute, un


terapeut separat este necesar doar atat timp cat ii ia
pacientului sa se simta confortabil cu terapia de unul
singur. Din punctul de vedere al terapeutului, ideea
este sa ajute pe cineva pana cand acela este capabil sa
se ajute singur, iar intreaga asistenta ar trebui oferita
doar tinand cont de acest fapt. Orice alta abordare,
fara indoiala potrivita pentru interese materiale, nu
este in interesul clientului.
Mintea este ca o iritatie, ca o mancarime. Desi la
inceput fiinta va avea nevoie de un terapeut separat sa
i-o scarpine, acesta trebuie incurajat sa se scarpine
singur, ori va avea mereu nevoie de altcineva sa-l
scarpine. Niciodata nu trebuie permisa dezvoltarea
dependentei fata de terapeut, tot timpul pacientul
trebuie incurajat sa se sustina pe propriile picioare.
Este vorba de mintea lui. El a creat-o; el o sustine, iar
in ultima instanta numai el poate s-o dizolve.
Intensitatea conditiei jocurilor compulsive dintre fiinta
si trecutul ei este singurul factor care determina daca
poate sa iasa singur din capcana, sau va trebui, in
prima faza, sa fie ajutat de un terapeut separat. Exista
de fapt un test care determina cu acuratete daca o
fiinta poate sa inceapa terapia de una singura, sau va
avea nevoie de asistenta din partea unui terapeut in
perioada de inceput.
Datorita naturii compulsive a jocurilor dintre fiinta si
trecutul ei, cu cat isi va dori mai mult sa Suprime
Timpul, cu atat va trebui s-o faca mai putin. Foarte
curand nu-i va mai ramane nimic pe care sa aplice
Suprimarea Timpului, si va trebui sa-si stimuleze in
mod activ trecutul daca doreste sa continue exercitiile.
Ea va trece curand din pozitia de victima supusa,
speriata de ideea de a-si deranja mintea, in
luptatorul triumfator care-si urmareste dusmanii
pentru a-i nimici, oriunde acestia s-ar afla.

Viata si formele de viata.


Viata este, fara indoiala, fenomenul cel mai abundent
de pe suprafata planetei noastre, si totodata din
intregul univers. Acest fapt se poate observa prin cea
mai superficiala observatie sub microscop a unei
picaturi de apa dintr-un lac; considerand in acelasi
timp faptul ca fiecare celula din corpul nostru este un
organism viu in sine, doar cei ignoranti mai pot nega
acest lucru. O forma de viata reprezinta un ansamblu
de celule vii, organizat si controlat de catre o forma de
viata superioara ierarhic, ajungand pana la fiinta
care raspunde atunci cand isi aude numele chemat.
Este cel/cea care face exercitiile.
Corpul uman este asadar o forma de viata si totodata
un sistem celular complex. Este de asemenea un
mamifer si un membru din asa-numita familie a
maimutelor superioare. Pentru a face parte din acest
sistem, orice fiinta are nevoie de cunostinte valoroase
despre hrana, inmultire, obiceiuri sociale si culturale.
Trebuie sa cunosti aceasta maimuta din al carei corp
consideri ca faci parte, pentru ca aceste cunostinte iti
vor fi de folos. Multi oameni si-au petrecut jumatate
din viata luptand cu unele sau altele dintre obiceiurile
sociale sau culturale mostenite ale acestei maimute,
pierind pana la urma, invinsi de acestea. Cand incerci
sa te opui istoriei evolutive a acestei maimute,
intotdeauna vei pierde. Are anumite necesitati de baza
si e caracterizata de unele tipare ciudate de
comportament. Invata sa traiesti cu ele, pentru ca nu
vei reusi s-o schimbi luptand cu acestea; vei putea
doar s-o imbolnavesti iar tu vei deveni nefericit.
Necunoasterea adevaratei naturi a maimutei umane ca
forma de viata a creat multa suferinta de-a lungul
veacurilor.Mergand pe aceasta ruta suficient de mult,
vei reusi intr-o zi sa te detasezi de aceasta maimuta,
dar nu vei fi niciodata eliberat de ea pana n-o vei
intelege indeaproape.

Primul supliment la Sectiunea de


Teorie.
Cele patru postulate complementare de baza.
A fi cunoscut.
Acesta este postulatul creator; postulatul care face ca
efectul sa existe. Postulatul lui Pan-Determinat (PD)
corespondent de la capatul celalalt al liniei de
comunicare este a cunoaste. Aceasta structura de
dublu-postulat exista chiar si daca efectul este creat
doar in beneficiul creatorului; in acest caz, creatorul
raspunde doar propriului postulat PD si isi cunoaste
propria creatie.
Timpul reprezinta postulatul Continua sa fie
cunoscut, si este cel care introduce persistenta in
creatie. In timpul jocurilor exista mai multe metode
prin care persistenta este accentuata, astfel incat altora
sa nu le fie usor sa faca o creatie sa dispara. Metoda
de baza este minciuna, oferind creatiei caracteristici pe
care in realitate nu le are. Deci, cel care percepe,
receptorul, vede doar minciuna, si nu este capabil sa
faca postulatul original sa dispara, acesta ramanand
ascuns. Asadar, intr-un joc aflat intr-un stadiu
suficient de avansat, multe lucruri nu sunt ceea ce par,
iar iluziile pot fi dezarmante.
Nu exista paravane asociate cu acest postulat, insa vor
fi intalnite o multitudine in cazul postulatului opus,
Nu trebuie sa cunosc (Vezi mai departe in aceasta
sectiune.)

A fi ne-cunoscut.
Acesta este postulatul care face ca efectele sa dispara.
Postulatul sau PD corespondent de la celalalt capat al
liniei de comunicare este A nu-cunoaste. Insa,
datorita multitudinii de mecanisme de accentuare a
persistentei, nu este usor in orice situatie sa faci ca o
bucata de univers sa dispara pentru o persoana data.
Prin urmare, postulatul de stergere s-a transformat de
mult in postulatul de ascundere sau de mascare. Fiinta,
datorita faptului ca nu mai este in stare sa faca efectul
sa dispara, trebuie sa se multumeasca doar cu
ascunderea lui. Exista multe solutii de a face acest
lucru, cea mai comuna fiind utilizarea paravanelor,
pentru a-l masca. Cele mai opace paravane sunt cele
negre, si intotdeauna vei gasi o bezna densa si
lipicioasa asociata cu acest postulat.
In realitate, mecanismul minciunii - folosit prin
intermediul postulatului A fi cunoscut in timpul
jocurilor pentru a asigura persistenta unei creatii prin
denumirea ei intr-un mod diferit fata de ceea ce
reprezinta cu adevarat - este de fapt o incercare de a
masca adevarul si face parte din postulatul A fi necunoscut, insa l-am inclus in sectiunea de mai sus din
comoditate. A fi ne-cunoscut foloseste de asemenea
mecanismul minciunii, prin mascarea si mai
accentuata a adevarului, astfel incat cunoscatorul nu
va recunoaste efectul nici macar atunci cand il va gasi.
Totul este foarte inselator nu e de mirare ca oamenii
apeleaza la religie si se roaga la cel Atotputernic, in
speranta ca El va rezolva aceasta incurcatura in locul
lor.

A cunoaste
Acesta este postulatul care-i permite fiintei sa
cunoasca efectul. Postulatul PD corespondent de la
celalalt capat al liniei de comunicare este A fi

cunoscut - deci efectul exista pentru ca ea sa-l


cunoasca.
Nu exista paravane sau intuneric asociate cu a
cunoaste, dar cum acestui postulat in jocuri i se opune
A fi ne-cunoscut, poti sa te astepti la destule situatii
obscure pe parcursul cautarii acestui postulat. Trebuie
doar sa mergi mai departe cu el si sa intelegi ce se
intampla, atata tot.

A nu cunoaste
Acesta este postulatul non-perceptiei; este postulatul
pe care fiinta il foloseste pentru a-i permite sa nu fie
constienta de un efect. Postulatul PD corespondent de
la celalalt capat al liniei de comunicare este A fi necunoscut.
Trebuie sa facem clar diferenta dintre acest postulat si
A fi ne-cunoscut. A fi ne-cunoscut este un
postulat care determina efectele sa dispara sau sa fie
ascunse; A nu cunoaste este doar o dorinta de a nu
percepe efectul. Un exemplu de utilizare a acestui
postulat este o fiinta spirituala care priveste printr-un
zid; aceasta alege sa Nu cunoasca (A fi necunoscut) zidul pentru a putea percepe ceea ce se afla
de partea cealalta a lui.
Totusi, datorita postulatelor de persistenta ale
universului, postulatul A nu cunoaste degenereaza
intr-o incercare de a dizolva cu forta efectul nedorit,
apoi, acest lucru soldandu-se cu un esec, fiinta recurge
la incercarea de a ascunde efectul in spatele unui
paravan de obicei unul negru. Aceste paravane au o
textura cu totul diferita fata de cele asociate cu
postulatul A fi ne-cunoscut, fiind mult mai dure si
aproape casante. Acestea sunt paravane rezistente la
impact, concepute sa reziste impotriva celor mai
entuziasti manifestanti ai lui Trebuie cunoscut pe

care ar putea sa-i infrunte in jocuri. Cand te confrunti


cu asemenea paravane, va parea ca ai de-a face cu un
zid negru de bazalt. Cateodata totusi, paravanele
asociate cu Nu trebuie sa cunosc sunt destul de
transparente si au consistenta cuartului super intarit.
Toate paravanele asociate cu Nu trebuie sa cunosc
sunt dure, special concepute sa reziste oricarui efect ce
poate fi conceput. Oamenii care dramatizeaza
accentuat acest postulat tind sa dezvolte personalitati
dure si casante de asemenea. Acestia tind sa crape
literalmente cand sunt supusi stresului intolerabil.

Postulatele PD.
Acestea sunt postulatele ascunse ale vietii; nu pentru
ca s-ar face vreun efort pentru ascunderea lor, ci mai
degraba pentru ca omul cel materialist nu le poate gasi
un loc printre teoriile sale despre viata, tinzand astfel
sa le ignore existenta. Toata lumea este constienta de
postulatele SD, insa putini banuiesc existenta
postulatelor PD pereche ale lor de la celalalt capat al
liniei de comunicare. Asadar, fiind necunoscute sau
adesea ignorate, acestea tind sa fie foarte eficiente.
De exemplu, cati oameni rezista sa nu fie impresionati
cand vad o pisicuta care ii priveste cu ochii ei mari si
rugatori? Nu esti constient, insa acea nevoie subita de
a-i aduce laptic si de a-i oferi un loc cald unde sa
doarma la tine acasa reprezinta mai degraba postulatul
ei PD decat postulatul tau SD! Animalele, avand un
comportament natural prin excelenta, nefiind educate
sa si-l suprime, isi folosesc la maxim postulatele PD,
facand astfel sclavi de bunavoie din noi oamenii
superiori si mult mai rationali. Bebelusii sunt de
asemenea maestri in postulatele PD; nu sunt inca
educati sa-si ignore convingerea ca aceste lucruri sunt
eficace.
O mare parte din sarcinile tale vor consta in exercitii
pentru dezvoltarea postulatelor tale PD si pentru a

deveni constient de postulatele PD ale celorlalti,


datorita faptului ca, in civilizatia in care traim,
acestea au devenit o parte neglijata a vietii. Ceea ce
numim o personalitate lipicioasa reprezinta de
fapt utilizarea constienta sau inconstienta a
postulatelor PD. Subiectul postulatelor PD
reprezinta de fapt (toata) ideea de actiune la
distanta. Invata sa le folosesti, pentru ca ele sunt
parte integranta din abilitatile pe care le ai la
dispozitie.
Omul materialist este dintotdeauna mistificat si
intrigat de abilitatile psionice21 prin care fiintele
cunosc sau creeaza efecte de la distanta, sau prin timp.
Acestea sunt, de obicei in aceste vremuri, manifestari
ale postulatelor PD, reprezentand o surpriza atat
pentru cei care le determina cat si pentru cercetatorii
experimentati care le studiaza. Majoritatea acestor
manifestari sunt de natura elementara, nu se compara
cu ceea ce se poate intampla cand fiinta incepe sa
preia controlul constient asupra acestui mecanism.

Identitatea
Acesta este rolul pe care fiinta si-l asuma pentru a juca
un joc. Ca orice alt efect, este un lucru creat, si se
supune legilor ce guverneaza efectele in general.
Asadar identitatea, imediat ce este considerata
importanta, tinde sa persiste, sa devina mai solida si sa
aiba putere de comanda asupra fiintei.

Inteligenta
Aceasta este abilitatea de a evalua importante relative;
abilitatea de a nota diferente si asemanari intre ele.
Deci, o persoana poate sa stie multe lucruri, dar daca
21

Ceva ce tine de telepatie, metafizic, sau paranormal.

nu este capabila sa le evalueze, atunci este incredibil


de idioata. Copiii dau impresia ca sunt idioti, dar acest
lucru nu este adevarat. Copilul nu are cunostinte si
experienta, neavand asadar cu ce sa compare lucrurile
pe care le percepe. Tot de aceea copiii sunt atat de
naivi si cred tot ceea ce le spui. In general, luand in
considerare datele pe care le au la dispozitie, copiii
sunt mult mai inteligenti decat adultii.
Prostia reprezinta inabilitatea de a evalua informatiile.
Ignoranta reprezinta lipsa de informatii ce pot fi
evaluate.

Moartea
Este pierderea corpului. In acest moment reprezinta o
deprivare de proportii, inducand fiintei un sentiment
de degradare suficient de puternic incat sa-i blocheze
cunostintele despre viata pe care a trait-o pana acum;
o forteaza intr-un Nu trebuie sa cunosc cu privire la
viata (vezi tabelul). Fara corp, se vede pe sine ca fiind
nimeni cu sensul literal de fara-corp. Asadar, in
viata subsecventa are putine sau nicio amintire despre
faptul ca ar mai fi trait inainte. Acestea sunt toate
implicatiile. Pe masura ce fiinta evolueaza, amintirile
despre vietile trecute vor aparea progresiv.

Nu pot
Nu pot este sentimentul pe care cineva il are cand
propriile postulate ii sunt coplesite. Anatomia lui nu
pot reprezinta tandemul trebuie versus nu-trebuie. Nu
poti lucra cu nu pot. Creeaza apatie, apatie, apatie
si apoi, ca o variatie, si mai multa apatie. Lucrezi cu
Trebuie si Nu Trebuie (vezi tabelul) in opozitie si
asa vei reusi.

Emotiile
Acestea sunt particule pe care o fiinta le creeaza
pentru a face ca alte persoane sa stie in ce situatie se
afla jocul. Exista o scala a emotiilor de la apatie la
seninatate. Ele sunt particule foarte usoare si, imediat
ce le atingi prin amintire, se transforma in alte emotii
aflate mai sus pe scala.

Senzatiile
Acestea sunt particule ce apar la granita dintre
postulatele contradictorii. Ca si emotiile, exista o scala
a senzatiilor. Pe masura ce spatiul se deschide,
senzatiile se schimba, transformandu-se in altele
localizate mai sus pe scala. Durerea este o senzatie
intr-un spatiu extrem de mic. Mai sus pe scala se afla
senzatiile sexuale. Apoi gadilatul. Mai sus este
caldura. Apoi senzatiile electrice. Apoi culoarea, si in
cele din urma estetica pura, aflata in varful scalei.
Cele enumerate aici sunt doar cateva dintre cele mai
cunoscute repere de pe scala. Exista aproape o
infinitate de gradatii intre ele. Asadar emotiile si
senzatiile sunt lucruri foarte vagi atunci cand le
contactezi intr-o amintire; imediat ce le atingi, ele
dispar si devin altceva, localizat mai sus pe scala.

Noaptea Lunga a Sufletului.


Lucrurile sunt ceea ce sunt. Lucrurile sunt unde sunt.
Afli tot ceea ce este de stiut despre ele examinandu-le
acolo unde se afla. Daca vrei sa stii ceva despre un
zid, examinezi acel zid. Totul despre acel zid se poate
afla exact acolo unde se afla zidul. Nu este nevoie sa
vorbesti cu zidarul care l-a construit. Aceasta este o
cale excelenta de a afla lucruri despre zidar, insa o
metoda ineficienta sa afli despre zidul pe care l-a
construit. Contactarea zidarului pentru a afla ceva

despre zidul pe care l-a construit este cunoscuta ca si


cautarea cauzei prealabile.
Omenirea tinde sa creada ca singura cale de a afla
lucruri despre minte este prin selectarea unui efect ce-l
contine aceasta si cautarea mai departe a cauzei acelui
efect. Apoi, dupa ce am gasit asa-zisa cauza, s-o
consideram si pe aceasta ca fiind un efect si sa
incepem sa cautam si mai adanc cauza lui in minte.
Etcetera. Asadar, mergem inapoi in cautarea cauzei
primordiale: o cauza care nu mai reprezinta un efect al
unei alte cauze prealabile. Dupa ce am gasit aceasta
cauza primordiala, intreaga minte va disparea intr-un
norisor de fum verde sau ceva de acest fel cel putin
in teorie.
Exista, intr-o anumita masura, justificare in favoarea
acestei teorii, atunci cand avem de-a face cu obiecte
materiale. O bila de biliard este izbita intr-alta,
imprimandu-i celei de-a doua energie de miscare;
deplasarea celei de-a doua bile este cauzata intradevar de impactul cu prima bila. Dar ce a determinat
prima bila sa se miste? Bineinteles, jucatorul de
biliard! Fiinta care joaca jocul de biliard. Odata ce-l
scoti pe acesta din ecuatie, vei cauta la nesfarsit cauza
primordiala.
Cautarea cauzei primordiale a mintii, asadar, fara a lua
in considerare fiinta vie care a creat si care mentine
acea minte, este o cautare zadarnica, datorita faptului
ca nu cautam intr-un loc unde este posibil s-o gasim.
Prima conditie pentru a putea gasi un lucru este ca
trebuie sa-l cautam intr-un loc unde acesta este posibil
sa se afle. Tot ceea ce descoperi in minte intradevar, intregul continut reprezinta un efect. Acolo
nu exista cauze, asa ca nu vei gasi niciuna. Deci, a
postula faptul ca o parte a mintii este cauza unei alte
parti a mintii este o minciuna, iar in cautarea acestei
minciuni nu vei descoperi niciodata adevarul.

A cotrobai la nesfarsit prin minte in cautarea cauzei


primordiale poarta denumirea de Noaptea Lunga a
Sufletului. Este o noapte foarte lunga: continua la
nesfarsit. Dupa scurgerea unui timp teoretic infinit, vei
iesi pe aceeasi usa prin care ai intrat mult, mult mai
trist si nicidecum mai intelept.
Tot ce vrei sa stii despre orice efect din mintea ta se
gaseste in efectul respectiv si in relatia ta cu el in acest
moment. S-o iei pe cai laturalnice si sa cauti mai
adanc minte cauza acestui efect inseamna sa recurgi la
Noaptea Lunga a Sufletului. Nu te angaja in asa ceva,
pentru ca s-ar putea sa fie ultimul lucru pe care il faci.

Influenta celor nevazute:


Profetia care se auto-implineste.
In cautarea cauzei dificultatilor pe care omenirea le-a
intampinat de-a lungul veacurilor, aceasta a cautat sa
dea vina pe orice. Putine sanse sa-i fi scapat vreun
lucru privirii sale agere. Soarele, luna si stelele au fost
printre primii pretendenti; mai tarziu au aparut
demonii si lucrurile care fac bau! la miezul noptii.
Omul a observat imediat ca nu e de viitor sa atribuie
cauzele propriilor probleme unui lucru ce poate fi usor
de perceput, pentru simplul motiv ca ipoteza
respectiva se poate respinge prea repede! Zona de
interes s-a axat curand doar catre acele lucruri greu de
perceput: cele nevazute. In consecinta, s-a nascut
Influenta celor nevazute. Pentru a fi cu adevarat
convingatoare, bineinteles, o influenta ascunsa nu
trebuie sa fie doar imperceptibila, ci trebuie sa fie,
prin insasi natura ei, absolut imposibil de a fi simtita,
pe orice cale. Astfel, ipoteza ca acest lucru reprezinta
cauza problemelor omenirii nu va putea fi negata
niciodata: se evita asadar situatia jenanta cand cineva
ar aparea vreodata, dand de veste ca a reusit sa
perceapa acel lucru, dovedind ca este in totalitate
inofensiv. Progresul stiintei, reusind mereu sa aduca si
mai multe informatii din necunoscut in lumea reala,

tinde de asemenea sa impinga Influenta celor nevazute


din necunoscut inspre imposibil de cunoscut. Intradevar, stiinta insasi a devenit o sursa a necunoscutului. De exemplu, stiinta sustine in ziua de
azi faptul ca ceea ce sta la baza personalitatii (si in
consecinta, a tuturor dificultatilor) se afla in
particulele sub-microscopice ale genelor din corpul
omenesc cu implicatia clara ca, si daca se investesc
miliarde de dolari in cercetare, este foarte putin
probabil sa percepem vreodata aceste lucruri. Chiar
daca aceste particule sub-microscopice sunt observate
intr-o zi si se stabileste ca sunt inofensive, se va
inventa imediat o alta Influenta a celor nevazute
pentru a-i lua locul celei precedente. Si astfel jocul va
continua.
Cat timp lucrurile postulate ca fiind Influente ascunse
sunt imaginare sau inofensive, jocul respectiv nu are
un efect serios, cel mult va determina oamenii sa fie
nefericiti; dar cand aceste lucruri exista cu adevarat,
povestea este cu totul alta. De exemplu, toti ne-am
nascut, insa putini isi pot aminti evenimentul in
detaliu. Exista asadar o clasa intreaga de Influente
ascunse posibile ce pot fi extrase din evenimentele pe
care toata lumea le stie ca s-au intamplat cu adevarat,
insa putini isi pot aminti daca li s-au intamplat chiar
lor. Aceasta clasa mai are si avantajul ca nimeni nu
poate sustine ca este un lucru imaginar, ideea
neputand fi astfel respinsa de la inceput. Cu alte
cuvinte, conceptul este capabil sa convinga oamenii de
veridicitatea lui o cerinta primordiala in lumea
Influentelor celor nevazute. Cum aceasta clasa de
Influente ascunse este aproape infinita, ofera
posibilitati nenumarate pentru cineva care, din orice
motiv, cocheteaza cu ideea de a crea o Influenta
ascunsa convingatoare. Unele variante in aceasta
directie au fost deja explorate, posibil si din greseala.
Printre ele se afla: sexul, durerea, vina, supravietuirea,
inconstienta. Altele sunt incontinuu adaugate pe lista
asa cum vei afla daca esti la zi cu literatura despre
psihologie.

Te rog sa intelegi ca nu sugerez faptul ca cei care au


debitat aceste teorii doreau sa faca profituri materiale
usoare (desi multi bani se pot castiga de catre cei fara
scrupule care inteleg acest mecanism), deoarece multi
dintre ei erau cercetatori dedicati care credeau cu
adevarat ca prin realizarile lor au descoperit raspunsul
la cel putin cateva dintre problemele omenirii. Nu,
scopul meu este doar sa scot in lumina faptul ca acest
mecanism prezinta pericole.
Sa ne referim de exemplu la nastere. Din cate stiu,
niciun cercetator nu a sustinut in mod serios faptul ca
evenimentul nasterii ar fi cauza principala a
necazurilor omului, desi nu as fi surprins daca cineva
ar declara asta, mai devreme sau mai tarziu. Mai ales
ca implineste toate cerintele unei Influente ascunse
bune si convingatoare. Viz:
a)
b)
c)

Ni s-a intamplat tuturor.


Cu greu ne putem aduce aminte momentul.
Contine o cantitate considerabila de suferinta
in sine, pe langa ceea ce se povesteste apoi
despre momentul respectiv.

Mergi asadar la o persoana si-i spui: Originea tuturor


problemelor tale, domnule Ionescu, se afla in trauma
nasterii. Acesta, fiind primul lucru care vi s-a
intamplat, trebuie sa stea la baza tuturor dificultatilor
pe care le-ati intampinat mai tarziu de-a lungul vietii.
Va constata imediat ca ceea ce spui poate avea o
samanta de adevar. Apoi continui, adaugand: Odata
ce rezolvam trauma nasterii, baza tuturor dificultatilor
tale psihologice iti va fi cunoascuta, si astfel acestea
imediat vor disparea.
Totul suna foarte plauzibil, nu-i asa? Dar ce se
intampla daca persoana respectiva este convinsa ca ai
dreptate? Semnificatia traumei nasterii sale va creste

acum, fata de propria estimare de la inceput, devenind


un lucru plin de importanta. Imediat va deveni mult
mai persistenta, cu o soliditate crescuta. Este foarte
posibil ca unele dureri pe care le-a suportat in timpul
traumei nasterii sa inceapa sa se manifeste acum; de
asemenea va retrai sentimentele, chiar atunci si acolo,
pe care le-a simtit la nastere. Toate astea, bineinteles,
sunt considerate dovada faptului ca trauma nasterii a
stat la baza propriilor dificultati.
Profetia devine, de fapt, capabila sa se autoimplineasca!
Acum observi pericolul? Oricare ar fi efectul
(asumand ca este real si nu imaginar in intregime) care
este considerat ca prima cauza a tuturor problemelor,
importanta lui se amplifica imediat si devine mai
solid si mai persistent (si incearca acum sa mai scapi
de el!) - prin simplul fapt ca il consideri astfel. Acesta
este un pericol real, nu numai pentru pacient, dar si
pentru cercetator. El insusi poate nu era total convins
de propria ipoteza, dar iata o persoana chiar in fata lui
care-i sustine teoria!
Deci iata pericolul:
Oricare ar fi efectul din minte caruia ii atribui
cauzalitatea comportamentului fiintei, se va intensifica
in soliditate, persistenta si putere de comanda, tinzand
sa dovedeasca veridicitatea ipotezei tale.
Dar atunci, ai putea sa spui, ce sa cred despre terapia
aceasta pe care o sustii, ea nu cumva?... Nu. Nu am
spus niciodata asta. Tot ce spun este ca tot ce este
considerat ca fiind important tinde sa devina mai solid
si mai persistent, si sa capete putere de comanda
asupra fiintei.
Nu am specificat niciodata importanta.

Reciteste teoria daca nu ma crezi. In niciun paragraf


din teorie nu am aratat in mod specific catre un anumit
lucru, subliniind ca acela reprezinta importanta de
baza. Niciodaca nu am postulat in mod specific o
Influenta ascunsa. O, da, exista multe lucruri in mintea
ta, pe care nu le poti vedea in acest moment, ce-ti
influenteaza comportamentul. Insa numai tu stii care
sunt acelea. Si mai mult decat atat, numai tu esti
complet capabil sa devii constient de aceste lucruri,
determinand astfel influenta lor sa dispara.
Tu ai de fapt cea mai mare autoritate asupra mintii
tale. Tu ai creat-o si acum o sustii cu aceeasi grija si
dragoste cu care mamele au grija de copiii lor.
Nu exista Influente ascunse de care esti incapabil sa
devii constient. Daca te influenteaza, este perfect
posibil sa devii constient cu privire la acel lucru si sa
anihilezi astfel influenta. Conceptul Influentei ascunse
de care, prin insasi natura ei, nu poti deveni constient
este ceva inventat de catre niste oameni printre ale
caror interese nu se afla deloc si binele tau. Vor sa te
sperie si sa te faca astfel mai usor de controlat. Jocul
Influentei acunse este foarte perfid; insa tot un joc
este. Singurul scop este sa-ti introverteasca atentia in
cautarea unor lucruri imposibil de gasit, influentandute astfel sa devii cu atat mai usor de coplesit.
Este o lege a vietii aceea ca o fiinta este capabila sa
simta orice lucru care poate influenta acea fiinta.
Altfel n-ar putea s-o influenteze. Nu exista forte ale
intunericului pe care nu le poti simti; sau lucruri care
fac bau! in mijlocul noptii a caror natura sa n-o poti
descoperi daca faci un efort sa le analizezi.
Nu exista nici importante absolute. Nu exista nicio
clasa de importante in minte spre care sa arati cu
degetul si sa spui Aceea este cauza tuturor
problemelor, fara ca sa amplifici imediat importanta

acelui lucru, acordandu-i astfel putere de comanda


asupra ta, ce poate ramane cu tine pentru totdeauna.
Toate importantele sunt relative la toate celelalte
importante; toate sunt doar probleme de convingere, si
toate pot fi evaluate una fata de cealalta. Pe masura ce
faci acest lucru, mintea ta, ca entitate, va disparea in
mod progresiv, iar toate abilitatile tale native iti vor fi
iar la indemana.
Jocul Influentei ascunse este in esenta jocul intre
Trebuie sa cunosc versus Nu trebuie cunoscut.

Efectul manifestarilor oportuniste.


Orice fiinta tinde sa se foloseasca de orice are la
dispozitie pentru a-i servi in jucatul jocului. Acest
lucru se aplica oricarui efect. De exemplu, ar putea sa
se aleaga (Trebuie sa cunosc) cu o durere cronica de
spate; ar putea sa se foloseasca de aceasta durere de
spate pentru a-si domina familia (Trebuie cunoscut).
Ar putea s-o foloseasca drept scuza pentru a face o
plimbare in jurul lumii, ca sa vada privelistile (Trebuie
sa cunosc). Ar putea sa profite de asta pentru a fi lasat
singur (Nu trebuie cunoscut). Ar putea de asemenea sa
profite pentru a obtine toate cele trei postulate; sau ar
putea sa nu se foloseasca deloc de aceasta situatie.
Totul depinde de fiinta si de jocurile pe care aceasta le
joaca.
Fii deci mereu pregatit sa consideri un efect ca fiind o
manifestare oportunista: ceva de care fiinta se
foloseste in viata pentru a-i servi in jucatul jocurilor.
Ceea ce apare drept Trebuie cunoscut, este folosit
de cineva care se alege cu acel lucru asupra lui insusi
(Trebuie sa cunosc); respectivul profita de acel lucru,
transformandu-l in ceva dupa care se ascunde,

impotrivindu-se astfel lumii, cu ajutorul lui. Si asa mai


departe; permutarile pe aceasta tema sunt aproape
infinite.
Trebuie sa iei vreo masura impotriva acestui fenomen
in timpul terapiei? Nu. Nu trebuie decat sa devii
constient de existenta lui; este suficient. De fapt, fiinta
este dezorientata, incurcata de efectul acesta;
intotdeauna va fi mai capabila fara dependenta fata de
el. Dar numai cand va observa acest lucru, va renunta
la el. Deci nu vei gasi niciun exercitiu in sectiunea
practica, menit sa controleze fenomenul de mai sus,
datorita faptului ca acesta reprezinta o parte integranta
din insasi jucarea jocurilor. Toti facem asta. Am facuto dintotdeauna. Si vom continua s-o facem cat timp
consideram ca efectul este mai valoros decat absenta
lui. Intr-adevar, cineva ar putea considera ca intreaga
minte este un mare efect al manifestarilor oportuniste,
si, in multe feluri, chiar este.

Corpul.
Exista un domeniu foarte vast dar inca neexplorat al
acestei tehnologii in ceea ce priveste corpul. Fiecare
parte a trupului are o functie specializata si se afla
asadar intr-o conditie specializata a jocurilor. Ceea ce
numim imbatranire, ducand in cele din urma la
moartea corpului, reprezinta partile corpului suferind
coplesiri excesive in jocul lor specializat de-a lungul
vietii, pana cand nu mai pot functiona corect dupa
propriile standarde. In cele din urma are loc moartea
corpului, atunci cand unul din organele vitale cedeaza
in intregime.
Totusi, fiinta insasi, odata ce izoleaza functia
specializata (jocul) a organului respectiv, poate, prin
propria creativitate, sa redea acelui organ
functionalitatea optima, prin suprimarea coplesirilor
acumulate. Este deci teoretic posibil ca o fiinta sa isi
faca propriul corp nemuritor. Niciun lucru nu este
imposibil pentru viata, daca aceasta stie cum sa-l
realizeze.

Principii de etica.
Este relevant la acest nivel sa intrebam: ar trebui oare
sa-i restituim unei fiinte abilitatile sale native? Nu
cumva, de una singura sau in asociatie cu altii care
sunt si ei eliberati, va duce omenirea in sclavie pentru
propriul interes?
Raspunsul la aceasta intrebare consta in diferenta
dintre o fiinta care se afla intr-o conditie compulsiva a

jocurilor si o fiinta care joaca jocuri doar pentru ca


asta alege sa faca. In ziua de azi, omenirea se afla intro conditie a jocurilor compulsive. Prin acest lucru
vreau sa spun ca si-a pierdut puterea de a alege in ceea
ce priveste jocurile. Trebuie sa joace jocuri; trebuie sa
le castige; si trebuie sa faca aceste lucruri in pofida
oricarei situatii. Poti observa zilnic aceasta activitate
frenetica in jurul tau. A devenit serioasa, ucigator de
serioasa; o problema de viata si de moarte. Pana si
ideea de relaxare sau distractie a devenit o problema
serioasa. Doar copiii mai pot rade, manifestand
placere pura, neinhibata; dar numai pana ce primesc
educatia si realizeaza cat de serioase sunt toate
lucrurile.
Pe masura ce jocul devine mai serios, mai important,
grija jucatorului fata de bunastarea adversarului se
diminueaza gradual. Ce importanta mai au un milion
de evrei macelariti in camerele de gazare, daca acest
lucru este pentru gloria celui de-al Treilea Reich? Sunt
doar niste evrei, nu-i asa? Ce mai conteaza ca cizmele
sunt imbibate cu sange, daca razboiul a fost castigat?
Oricum ei erau dusmanii, nu-i asa? Ce importanta are
ca un om este supus la munca peste program, in
conditii atroce si cu un salariu de mizerie ca
angajatorul sau sa faca profit? E doar un muncitor, nu?
Si ce daca muncitorii se aduna in grupuri si formeaza
asociatii, ca apoi sa risipeasca bogatia unei natiuni
prin greve interminabile, doar pentru a-si imbunatati
situatia? Ei sunt doar niste capitalisti avari, nu-i asa?

Conditia compulsiva a jocurilor.


Cu cat aceasta conditie devine mai compulsiva, cu
atat fiinta devine mai fanatica; cu cat fiinta devine mai
fanatica, cu atat i se pare ca oponentul ei este mai
putin real, si astfel cu atat mai usor ii va fi sa-si
justifice actiunile de neiertat fata de el. Da, ar fi intradevar absurd sa-i oferi unei asemenea fiinte putere
desavarsita; va abuza de ea cu siguranta cu prima

ocazie. Insa, cat timp fiinta se afla intr-o conditie


compulsiva a jocurilor, nu are adevarata putere.
Numai cand compulsia incepe sa se diminueze,
adevarata putere incepe sa se intrevada. Numai cand
nu mai este nevoit sa joace jocuri, cand nu trebuie sa
castige, atunci va putea sa faca usor aceste lucruri. Cu
cat va insista pe postulatul Trebuie, cu atat va fi mai
predispus catre Nu pot. Cu cat compulsia este mai
mare, cu atat succesul se intrevede mai greu. Numai
cand jucatul jocurilor devine un lucru neserios,
transparent, fara greutate, si cand competenta este o
desfatare ca si poezia, iar nevoia de a castiga este o
consideratie mult, mult mai neinsemnata decat
bucuria jocului in sine, atunci abia incep sa apara
adevaratele abilitati. Si pe masura ce se apropie de
aceasta stare, realizeaza din ce in ce mai mult faptul ca
propria fericire este strans legata de fericirea celorlalti,
datorita faptului ca nu poate juca jocuri prea usor fiind
singur. Are nevoie de ceilalti ca sa impartaseasca
senzatiile; de altii la fel de capabili ca si el, altfel
jocurile vor deveni insuportabil de insipide. Nu este
distractiv sa castigi mereu, asadar va invata sa
aprecieze un oponent pe masura si va deveni
preocupat de bunastarea lui.
Asadar, pe masura ce fiinta se elibereaza din capcana,
viziunea sa fata de viata se schimba: devine mai
toleranta si mai putin ingusta, inchistata. Isi traieste
viata din ce in ce mai mult tinand cont de beneficiul
maxim pentru numarul cel mai mare posibil de fiinte.
Doar astfel viata sa va fi cu adevarat plina de bogatie.
Pe scurt, a devenit o fiinta etica.
Acum 2000 de ani, omul din Nazaret care a spus:
Iubeste-ti aproapele ca pe tine insuti poseda mai
mult decat o idee despre factorii reali implicati. Calea
spre reusita incepe de la jocul compulsiv al jocurilor,
trece prin jocul voluntar al jocurilor si ajunge la starea

de Nirvana pacea eterna si comuniunea cu viata


insasi.
Pe masura ce fiinta parcurge aceasta cale, observa
faptul ca exista un cod etic de baza care guverneaza
comportamentul, iar cand incalca acest cod, va suferi
la fel de mult ca si victima sa.
1) NU FORTA NICIODATA O PERSOANA SA
CUNOASCA UN LUCRU IMPOTRIVA VOINTEI
SALE.
2) NU IMPIEDICA NICIODATA O PERSOANA SA
CUNOASCA.
3) NU FORTA NICIODATA O PERSOANA SA
FACA UN LUCRU SA FIE CUNOSCUT.
4) NU IMPIEDICA NICIODATA O PERSOANA SA
FACA UN LUCRU SA FIE CUNOSCUT.

Se poate trai dupa acest cod cu atat mai usor cu cat


fiinta nu se mai afla intr-o conditie compulsiva a
jocurilor. Evalueaza-te tinand cont de acesta, intrucat
iti va oferi multe informatii cu privire la natura
jocurilor compulsive in care te afli. Cand o fiinta se
elibereaza de jocul compulsiv al jocurilor, va trai in
mod natural dupa acest cod; nu va mai visa la
incalcarea lui in aceeasi masura cum nu se va gandi la
a-si taia singur beregata. Pentru ca va sti deja prea
bine care sunt consecintele.
Nu exista deci niciun pericol sa eliberezi o fiinta,
fiindca ce fiinta care traieste dupa un astfel de cod
poate fi considerata periculoasa?

Incheiere.

Va ofer o cale de iesire. Pot exista la fel de bine si


altele; daca mai exista, chiar si dupa multe vieti in

care le-am cautat, eu altele nu am gasit. Combinatia


fericita de jocuri si circumstante care mi-a permis sa
descopar aceasta cale in acest moment s-ar putea sa nu
mi se mai intample niciodata; de asemenea si altii ar
putea omite foarte usor aceste informatii. Asa ca nu
pierde aceste date, pentru ca ar putea sa mai treaca
multe vieti pana cand le vei gasi din nou daca le vei
mai gasi vreodata.
Aceste informatii sunt gratuite. Pretind insa numai
doua lucruri:
1) Sa le folosesti.
2) Cand copiezi informatiile, duplicatele
trebuie sa fie exacte. Nu pentru ca sunt
indragostit de propriul stil prozaic, ci
pentru ca modificarea lor ar putea sa devina
doar o alta capcana intr-un univers deja
inecat in acestea.

Al doilea supliment la sectiunea de


teorie.

Cauza reprezinta actiunea de a face ca un


efect sa existe, a face ca un efect sa nu mai existe, a
cunoaste sau a nu-mai-cunoaste. Ceea ce este facut
sa existe, facut sa nu mai existe, cunoscut sau necunoscut se numeste un efect.
Asadar viata, sub toate manifestarile ei, este
cauzativa.
Cauzalitatea este numitorul comun al tuturor
impulsurilor vietii.
Cauzalitatea este realizata prin postulate. Un
postulat reprezinta o consideratie cauzala. Definim
consideratia ca fiind un gand, o idee.
Viata poate sa creada ca ea insasi este un efect, insa
aceasta credinta reprezinta o consideratie cauzativa in
sine.
Responsabilitatea reprezinta disponibilitatea, dorinta
de a-ti asuma cauzalitatea. O fiinta isi poate asuma
cauzalitatea pentru orice. Singurul risc al asumarii
cauzalitatii este acela ca fiinta ar ramane fara jocuri de
jucat22. Singurul risc al lipsei asumarii cauzalitatii este
acela ca fiinta va juca jocuri in exces23. Asadar, pe
masura ce jocurile devin in mod progresiv
compulsive, se observa ca dorinta de asumare a
cauzalitatii (responsabilitatea) se diminueaza. Evitarea
22

23

Lipsa jocurilor este plictisitoare


exces; cantitate in exces

asumarii cauzalitatii reprezinta asadar o masura a


compulsivitatii unei fiinte in a juca jocuri.
Postulatele complementare amplifica afinitatea;
postulatele conflictuale diminueaza afinitatea.
Asadar, afinitatea reprezinta dorinta de a crea
postulate complementare. Dragostea reprezinta
exprimarea afinitatii.
Realitatea reprezinta limita pana la care se creeaza
postulate complementare. Asadar, pe masura ce
jocurile devin in mod progresiv mai compulsive, cu
atat fiinta percepe lucrurile ca fiind din ce in ce mai
putin reale. Lucrurile sunt percepute ca fiind reale
exact in masura in care cineva creeaza postulate
complementare cu privire la ele.
Comunicarea reprezinta actiunea de a crea
postulate complementare.
Cand doua sau mai multe fiinte adopta postulate
complementare cu privire la o creatie, ei impartasesc
acea creatie, care este acum o co-creatie. Se spune ca
ele sunt intr-un acord cu privire la acea creatie. Deci,
acordul reprezinta o creatie impartasita.
Fiintele, prin dorinta de a crea postulate
complementare (afinitate) si prin creatia insasi a
postulatelor complementare (comunicare), obtin cocreatii (realitate). Astfel se ajunge la intelegere intre
fiinte.
Datorita faptului ca jocurile contin postulate
conflictuale, diminueaza intelegerea intre fiinte.
O actiune buna este o actiune apreciabila; reprezinta o
actiune fata de care cineva doreste sa creeze postulate
complementare. O actiune rea este o actiune ne-

apreciabila; reprezinta o actiune fata de care cineva nu


doreste sa creeze postulate complementare.
Deci, conceptul de bine si rau este unul derivat din
jocuri. Nu exista bine absolut sau rau absolut. Ceea ce
este considerat bine sau rau depinde de fiinta si de
jocurile pe care aceasta le joaca. Asadar, o actiune
buna intr-o societate poate fi perceputa ca un delict
capital in alta.
Totusi, desi subiectul binelui si raului se afla in
conceptul jocurilor, exista o etica superioara. Aceasta
se refera la modul corect de a juca jocurile. Referinduse la jocuri, nu este relativa la fiinta sau la jocurile pe
care aceasta le joaca, si deci nu este o parte integranta
a jocurilor. Aceasta reprezinta Codul Fiintei Etice24.
Cat timp jocurile respecta aceste reguli, isi pastreaza
latura distractiva, incetand a fi niste capcane in care sar transforma atunci cand regulile eticii s-ar incalca.
Singura cale nepericuloasa de a juca jocuri este de a le
desfasura in limitele acestei etici. Insa o fiinta poate
juca in cadrul acestor reguli doar daca jocurile sunt
non-compulsive. Asadar trebuie sa abordeze subiectul
jocurilor cu intentia de a elimina compulsia din ele.
Apoi va putea sa se joace in limitele acestei etici, si sa
se bucure de jocuri pentru totdeauna, fara riscuri
asupra propriei fiinte.
Continuam pe subiectul eticii din interiorul jocului. O
regula a jocului reprezinta o intelegere intre fiinte,
exprimand lucrurile permise (bune) din timpul jocului.
Jocul in afara regulilor este considerat nepotrivit si
24

Sunt descrise mai sus ca:


1. NU FORTA NICIODATA O PERSOANA SA
CUNOASCA UN LUCRU IMPOTRIVA VOINTEI SALE.
2. NU IMPIEDICA NICIODATA O PERSOANA SA
CUNOASCA.
3. NU FORTA NICIODATA O PERSOANA SA FACA
UN LUCRU SA FIE CUNOSCUT.
4. NU IMPIEDICA NICIODATA O PERSOANA SA
FACA UN LUCRU SA FIE CUNOSCUT.

deci rau. Legile sunt reguli ale jocului denotand


lucruri acceptate intr-o societate. Deci, cand acuzi pe
cineva ca a facut o actiunea rea, acuzi ca a jucat in
afara regulilor jocului; inseamna ca il acuzi de
comportament non-etic.
Cand o fiinta pierde un joc ce s-a desfasurat in limita
regulilor, poate sa accepte infrangerea sau sa incerce
sa demonstreze ca invingatorul a jucat incorect.
Acestea doua sunt singurele alegeri disponibile pentru
el. Daca poate sa-l convinga pe invingator ca a jucat
gresit, atunci acesta (invingatorul) va crede ca s-a
comportat non-etic si ca nu a castigat jocul in mod
corect. Actiunea de atribuire a cauzalitatii pentru joc
incorect (non-etic) asupra unui oponent este denumita
repros. Daca oponentul accepta reprosul, el va simti
vina.
Fiinta vinovata, nedorind sa se comporte intr-o
maniera non-etica, solutioneaza prin a nu mai juca in
acest fel pe viitor. Acesta bineinteles, este exact
efectul dorit de catre cel care a facut reprosul, care,
reusind sa limiteze dorinta de actiune a oponentului,
are acum sanse mai mari sa-l copleseasca.
Asadar, reprosul este considerat ca fiind o incercare de
limitare a dorintei de actiune a cuiva prin invocarea
sugestiei de joc incorect, facand-ul astfel mai usor de
coplesit.
Mecanismul Repros/Vina reprezinta un joc in sine.
Intentia reprosului este doar aceea de a-i permite
acuzatorului sa castige jocuri. Nefiind in stare sa
castige jocuri in nici un alt fel, si avand nevoia de a
castiga jocuri, recurge la mecanismul reprosului
pentru a reusi.
Datorita faptului ca orice joc din viata contine un
numar aproape infinit de posibilitati, si ca este evident
imposibil sa trasezi reguli pentru fiecare dintre ele,

mecanismul Repros/Vina sta mereu la indemana


jucatorului. Intotdeauna va exista o actiune spre care
poate sa arate cu degetul, s-o declare gresita,
incercand astfel sa-l faca pe oponent sa se simta
vinovat si astfel sa foloseasca mai putine abilitati
decat are la dispozitie in jucatul jocului.
Cum o actiune gresita este in esenta o actiune neapreciabila, utilizarea mecanismului reprosului este
santaj emotional pur: o sa-mi retrag dragostea
(afinitatea) fata de tine daca persisti in
comportamentul tau de asa natura incat sa ma
impiedici sa castig jocul.
Dizabilitate pe termen lung.
Insa, reprosul are dezavantajul ca trebuie sa convingi
cealalta fiinta ca s-a intamplat un lucru incorect.
Asadar acuzatorul trebuie sa mentina in existenta
greseala, pentru a-l convinge pe oponent ca aceasta
a avut loc. Observam deci ca acuzatorul se afla intr-o
situatie in care trebuie sa mentina sectiuni intregi din
mintea sa in existenta25, pentru a-i convinge pe altii ca
s-au facut greseli fata de el. Este un pret teribil pe care
trebuie sa-l plateasca pentru compulsia sa de a castiga
jocuri, denotand in mod clar limitele pe care fiintele
sunt gata sa le depaseasca pentru a reusi.
Mecanismul Repros/Vina are un efect prolific fata de
jucatul compulsiv al jocurilor. Jucatul compulsiv al
jocurilor are un efect prolific fata de mecanismul
Repros/Vina. Sunt inseparabile, unde il vei gasi pe
unul, il vei gasi mereu si pe cel de-al doilea. Prin
intermediul mecanismului Repros/Vina, viata va
degenera intr-un final intr-un efort frenetic de a-i face
pe altii vinovati in timp ce, la fel de frenetic, vei
25

The mind is composed of all the incidents of aches, pains,


fevers, and broken bones along with the antagonism, anger,
fear, grief, apathy and postulates that he uses to make others
wrong.

incerca sa rezisti in fata celorlalti care vor sa-ti faca


acelasi lucru. La acest nivel, viata este vazuta de catre
jucator ca fiind o mare intinsa de greseli, in care exista
o insula minuscula de corectitudine el insusi. Si este
constient, mai presus de toate, de faptul ca, daca se
opreste din a atribui greseli (vina) celorlalti macar
pentru un moment, insula lui se va scufunda, se va
ineca si va fi pierduta pentru totdeauna in acea mare
de greseli. Nu inseamna ca acuzatorul compulsiv are
mereu dreptate, el doar are mare nevoie sa aiba
dreptate. Are mereu dreptate. Chiar si cand greseste,
are dreptate. Si isi va sustine cu tarie dreptatea,
protestand, chiar si cand capacul sicriului este batut in
cuie deasupra lui. Pentru ca stie cum sa castige
jocurile: se asigura intotdeauna ca el insusi are
dreptate iar ceilalti gresesc. Acesta devine epitaful
sau.
Astfel subiectul de bine si rau a intrat in jucatul
jocurilor. Iar de atunci incoace, jocurile nu au mai fost
la fel. Nu are nicio alta semnificatie. Odata ce este
inteles asa cum este, nu se va rezolva prin nicio alta
cale decat prin utilizarea exercitiilor din Sectiunea
Practica. Pe masura ce compulsia de a juca jocuri se
diminueaza, nevoia de a invoca mecanismul
Repros/Vina se va micsora de asemenea, in cele din
urma disparand. Intotdeauna a fost un mecanism
josnic, iar jocurile sunt mult mai distractive si mai
sanatoase in lipsa lui.
Rusinea si ridiculizarea.
Rusinea reprezinta vina expusa. (Rusinea este vina
mea expusa fata de altcineva).
Ridiculizarea reprezinta expunerea vinei.
(Ridiculizarea este reprezentata de altii care-mi
condamna vina).

Rusinea/Ridiculizarea formeaza o pereche ca si


Reprosul/Vina, din care s-au nascut dealtfel.

Libertate
Intreaga idee de libertate consta in conceptul de
libertate de a alege. Cand cineva nu mai este liber sa
aleaga, acela a pierdut orice libertate. In esenta,
libertatea de a alege se rezuma la a emite sau a nu
emite un postulat. In viata, acest lucru corespunde cu a
avea libertatea de a alege sa joci sau sa nu joci un joc.
Asadar, in masura in care jucatul jocurilor devine
compulsiv, libertatea va deveni si ea pierduta.

Prindere in cursa
Tot ceea ce tine de prinderea in cursa se gaseste in
jucatul compulsiv al jocurilor. Drumul de la a fi
prizonier la libertate, astfel, consta in redobandirea
libertatii cuiva de a alege daca joaca sau nu jocuri.
Cum fiinta insasi s-a poticnit in capcana, numai fiinta
se poate elibera din aceasta. O fiinta poate sa-i arate
alteia calea de iesire, insa fiinta prinsa in capcana
trebuie sa parcurga ea insasi drumul respectiv. Deci o
fiinta nu o poate elibera pe alta; nu poate decat s-o
ajute sa se elibereze singura.
Nu vei gasi niciodata libertatea in directia aceea;
oricat de adanc vei scotoci prin acest univers in
cautarea libertatii, nu vei gasi decat alte si alte
capcane. Intr-adevar, cautarea libertatii intr-o anumita
directie reprezinta una din capcanele de baza din
univers.
Poti cere altei fiinte: Elibereaza-ma!, insa cu cele
mai bune intentii din lume, nu va reusi decat sa te
transforme in sclavul ei. Cel mai bun lucru pe care

poate sa-l faca pentru tine este sa-ti arate natura vietii
si a jocurilor, si sa-ti indice calea de iesire din
capcana. Restul depinde de tine.

Jocuri ale libertatii


Acesta, in esenta, este adevarul cu privire la libertate.
In afara acestui adevar incep jocurile libertatii: jocuri
care se alimenteaza din dorinta de libertate a oricarui
jucator compulsiv.
Intotdeauna tindem sa ne imaginam un stapan de
sclavi ca fiind un om musculos, inarmat cu un bici
redutabil. Un astfel de om este doar un amator cand
vine vorba de arta subtila de a face sclavi, pentru ca
cei mai valorosi sclavi sunt aceia ce se ofera voluntar,
si care nu ar renunta la sclavie, orice le-ai oferi.
Acestia sunt convinsi ca se afla pe calea spre
libertate, si nu au nevoie de bice pentru a fi fortati s-o
urmeze.
Sa fii prins in capcana sub promisiunea ca vei fi
eliberat, reprezinta probabil cel mai vechi joc din acest
univers. Este jocul eliberatorului: ii transforma in
sclavi pe aceia care merg pe calea spre libertate pe
care el a creat-o special pentru ei.
Cele mai eficiente capcane din acest univers sunt
marcate explicit: Calea catre Libertate. Jocul
eliberatorului reprezinta o afacere de succes in acest
univers, si asa a fost dintotdeauna pur si simplu
pentru ca sclavul-de-bunavoie, amagit sa mearga pe
calea spre libertate, este mai mult decat fericit sa
lucreze peste program pentru un salariu derizoriu,
aducandu-i astfel venituri enorme stapanului de sclavi.
Locurile unde sclavii-de-bunavoie trudesc pe calea lor
spre libertate sunt numite Fabrici de Libertate (acesta
este un termen argotic). Universul este intesat cu

acestea. Planete intregi au devenit imense fabrici de


libertate. Foarte probabil, primul vizitator extraterestru
care va poposi pe aceasta planeta va fi un agent de la o
fabrica de libertate locala venit in recunoastere sa
evalueze daca s-ar merita sa-si deschida si aici o
firma.
Tehnica fauritorului de libertate consta in atarnarea
unui morcov numit libertate in fata nasului cuiva.
Morcovul se afla pe un fir legat de un bat, iar celalalt
capat al batului este prins la spatele persoanei
respective. Odata ce dispozitivul este montat, omul va
urmari pentru totdeauna morcovul pe calea spre
libertate, creata de fauritoul de libertate.
Singurul lucru pentru care o fiinta va permite sa fie
transformata intr-un sclav este obtinerea libertatii.
Gandeste-te la aceste cuvinte cand cotrobai prin acest
univers cautand libertatea, fiindca portile fabricilor de
libertate sunt mereu larg deschise, iar un nou sclav
este intotdeauna primit cu aplauze, timp in care i se
atarna un morcov in fata nasului.
Subiectul libertatii a fost mereu o afacere mai
profitabila in acest univers decat subiectul puterii.
Asta pentru ca morcovul libertatii a fost dintotdeauna
considerat un morcov mai valoros decat cel al puterii.
Se spune ca un om si-ar vinde sufletul in schimbul
puterii. Atunci ce ar fi acesta dispus sa vanda pentru
promisiunea libertatii, din compulsia de a avea putere?
Propria libertate, desigur! Este singurul lucru pe care-l
poate oferi pentru un scop atat de pretios. Acesta este
jocul fauritorului de libertate si al fabricilor de
libertate.

Parea o idee buna in acel moment

Justificarea unui postulat vine intotdeauna mai tarziu


decat postulatul pentru a carui motivare a fost creata.
Postulatul vine intotdeauna dupa dorinta de a face acel
postulat. Ordinea este mereu aceasta: Dorinta
Postulat Justificarea acelui postulat.
Motivele aparitiei unui postulat sunt doar justificari
pentru a-i convinge pe altii de faptul ca postulatul este
rezonabil. Asadar, motivarea este creata doar pentru
justificarea unui postulat, iar aceasta apare mai tarziu
in timp fata de postulatul in sine. Postulatul, in
schimb, apare intotdeauna dupa dorinta de a obtine
efectul pe care postulatul respectiv il determina.
Cea mai potrivita motivatie pe care o poti elabora
pentru a justifica un postulat este aceea ca parea o
idee buna in acel moment.
Lucrul acesta nu este ceva ce am visat dupa o noapte
lunga si grea in care am citit Alice in Tara Minunilor.
Se intampla sa fie chiar adevarul cu privire la aceasta
problema. (Lucru pe care cred ca l-a banuit si
inzestratul matematician care a scris povestea
Alice...). Faptul ca simpla aluzie ca functionam dupa
astfel de reguli ii face pe cei cu un punct de vedere
mecanicistic asupra mintii sa-si scurtcircuiteze
sinapsele, nu face decat sa evidentieze cat de putine
lucruri stiu despre minte, si cat de captivi sunt in
subiectul justificarilor si al ideii de convingere in
general.
Intr-adevar, o fiinta, nefiind in stare sa inventeze
motive convingatoare pentru justificarea unui postulat,
nu va face acel postulat. Insa acestea sunt motive
pentru a nu face un postulat, si nu motive pentru a face
un postulat.
Adevarul este ca o fiinta nu are niciodata nevoie de
justificare pentru a face un postulat pana ce nu a facut
acel postulat, abia apoi avand nevoie de motive

convingatoare sa-l sustina in fata altora. Postulatele lui


se nasc din dorintele lui, dorintele lui se nasc din
impulsul de a trai si de a fi implicat in jucarea jocului.
Este evident cum a aparut parerea generala ca
justificarea unui postulat preceda aparitia lui. Fiinta,
avand deja postulatul creat si fiind astfel nevoita sa
inventeze motive convingatoare pentru a-l face sa para
rezonabil in fata altora, va jura oricand pe un teanc de
biblii ca motivele pentru care a facut acel postulat au
existat inainte de aparitia lui. Daca nu ar sustine acest
lucru, ar putea fi acuzat de faptul ca a creat postulate
fara niciun motiv, pe care le-a justificat abia dupa
aceea. Singura cale prin care poate sa sustina faptul ca
postulatul sau este rezonabil este sa jure ca motivele
pentru facerea lui au existat inainte de aparitia
acestuia. Pana la urma ajunge sa creada propria
minciuna si devine captiv intr-o panza de motive.
Daca fiintele ar fi avut vreodata nevoie de justificare
pentru a face un postulat, atunci primul postulat creat
vreodata in univers nu s-ar fi putut face niciodata,
datorita faptului ca, in momentul in care a fost facut,
nu exista nicio justificare pentru crearea postulatelor.
Acel prim postulat se putea crea numai dintr-o dorinta
de a realiza o anumita stare de fapt. Asa erau lucrurile
atunci si asa au fost si dupa aceea, pana in prezent.
Mai intai a aparut dorinta, apoi postulatul si doar
mai tarziu s-au inventat motivele care justifica
postulatul, pentru a-l face convingator fata de altii.
Daca privesti justificarile pur si simplu ca pe niste
fenomene de convingere, vei percepe intregul
mecanism, intregul buchet de arome legat de aceasta
problema.
Mintea, asadar, este plina de motive convingatoare
pentru care cineva nu ar trebui sa faca un postulat,
insa nu contine niciun motiv pentru care un postulat a
fost creat. Bineinteles, cineva poate oricand sa indice
catre o particica a mintii si sa-i atribuie vina faptului

ca cineva, sa zicem, are o compulsie sa loveasca


pisici; insa aceasta atribuire apare mai tarziu decat
postulatul de a lovi pisici. Daca doresti sa scapi de
compulsia de a lovi pisici, trebuie sa adresezi acest
postulat de a lovi pisici, cat si intregul subiect al
pisicilor si al lovirii. Aici exista in mod clar o conditie
a jocurilor compulsive intre tine si pisici.
Sa cotrobai prin minte si sa atribui motive pentru
compulsia de a lovi pisici nu te va ajuta deloc. Oricine
poate sa stea si sa inventeze o infinitate de motive
convingatoare pentru care trebuie sa loveasca pisici.
Este un exercitiu intelectual foarte interesant si poate
oferi detalii asupra intregului subiect al justificarilor si
motivatiilor in general, dar nu te astepta ca acest lucru
sa ofere rezultate cu privire la compulsia ta de a lovi
pisici.
Acest lucru nu poate fi rezolvat decat prin rezolvarea
compulsiei tale de a juca jocuri cu pisicile.
Asadar, mintea se rezolva doar prin adresarea
postulatelor si a subiectului jocurilor postulate in
conflict. Justificarile pentru postulate vin intotdeauna
mai tarziu decat postulatele in sine, si astfel nu fac
parte din rezolvarea postulatelor in conflict.
Cand vei intelege pe deplin aceste lucruri, te vei opri
din a cotrobai prin propria minte, intr-o incercare
futila de a descoperi motivele carora se datoreaza
conditia ta mentala. Vei descoperi ca singurele motive
pe care le vei gasi sunt acelea pe care le inventezi
acum, si ca toate aceste justificari au aparut dupa
evenimentul cu pricina. Este inutil sa cauti intr-un
grajd un cal care nu mai este acolo; insa este de-a
dreptul ridicol sa cauti intr-un grajd un cal care nu a
fost niciodata acolo, ca apoi sa te convingi ca paiul pe
care tocmai l-ai gasit este de fapt calul.

Simpla necunoastere a adevarului cu privire la acest


subiect determina pacientii sa petreaca ani la rand cu
psihoterapeutii in cautarea motivelor ce le cauzeaza
probleme pe de o parte, iar psihoterapeutii sa isi
risipeasca propriul timp si pe al pacientului intr-o
cautare zadarnica pe de alta. Singura justificare pentru
aceasta activitate este aceea ca este profitabila pentru
terapeut, in timp ce pacientul traieste cu speranta ca
intr-o buna zi poate va obtine vreun rezultat.
Scoli intregi de psihoterapie s-au dezvoltat
pretinzand ca au aflat motivele reale ce determina
diverse tipare comportamentale si chiar concureaza
intre ele, in efortul de a parea mai convingatoare. Iar
cum se pot inventa o infinitate de motivatii
convingatoare pentru a justifica orice fateta a mintii,
aceasta activitate are perspective nelimitate pentru
jocurile viitoare posibile, insa nicio perspectiva de a-i
ajuta pe oameni sa-si rezolve compulsiile de a juca
jocuri.
Odata ce intelegi adevarul despre subiectul acesta al
postulatelor si al justificarilor, vei invata de asemenea
sa vezi si prin perdeaua de fum a motivatiilor pe care
altii le inventeaza pentru a-si justifica propriile
postulate, si vei fi in stare sa observi adevaratele lor
dorinte demascate si postulatele lor expuse in mod
evident. Vanzatorul de pensule iti va da o mie de
motive convingatoare pentru care ar trebui sa-i
cumperi pensula, insa toate acelea au aparut mai tarziu
decat faptul ca doreste sa-ti vanda o pensula.
Viata devine foarte simpla odata ce realizezi ca
ordinea corecta este: Dorinta Postulat Justificari
(Inventate) pentru acest postulat.
Subiectul justificarilor se combina cu mecanismul
Repros/Vina. Asadar, o persoana ar putea sa caute prin
propria minte motivatii pentru vreo conditie mentala
nedorita. Dupa ce a gasit (desemnat) un motiv care-i

multumeste (suficient de convingator), imediat dau


vina pe el pentru conditia mentala nedorita. Astfel
minciuna este voalata, prinzandu-i si mai tare in
capcana mecanismului Repros/Vina, si totodata in
intreg subiectul convingerilor si al justificarilor.
Conditia mentala nedorita este in esenta un postulat,
mentinut in existenta de conditia compulsiva a
jocurilor cu postulatul lui opus din pachetul de
scopuri. Numai cand va fi abordat in acest context se
va rezolva si conditia mentala nedorita.
Exista niste scoli moderne de psihoterapie care sunt
ceea ce numim scoli evaluative. Medicul din acel tip
de scoala nu cauta in mintea pacientului motivele
pentru dificultatile acestuia, pentru ca el s-a convins
ca stie deja adevaratul motiv pentru dificultatile
tuturor. Terapia (daca se poate numi astfel) cu un
astfel de medic nu se bazeaza pe ideea de a cauta ceva,
ci este doar o situatie in care medicul isi impune
propriile convingeri in fata pacientului. Cum unele din
aceste convingeri par destul de ciudate pentru unii
dintre pacienti si pentru majoritatea celorlalti
oameni pana la urma, dureaza ani pana cand reusesc
sa si le impuna. (Toate dificultatile de a-l convinge pe
pacient sunt atribuite faptului ca acesta nu vrea sa
accepte adevarul.) Chiar si dupa ce munca de
convingere este dusa pana la capat, pacientul inca
poseda conditia mentala nedorita, insa acum are si o
motivatie foarte convingatoare care explica de ce
sufera de acea conditie. Aceste scoli s-au indepartat
foarte mult de ideea de terapie functionala: o terapie
care face conditiile mentale nedorite sa dispara.
Presupun ca posedarea unui set de justificari
convingatoare care explica existenta unei conditii
mentale a cuiva reprezinta o imbunatatire fata de
situatia in care aceste justificari nu ar exista, insa este
un inlocuitor modest al disparitiei conditiei mentale
nedorite.

A cunoaste
Daca am cerceta in cautarea unei abilitati sau calitati
care sa aiba gradul cel mai mare de specificitate
pentru a caracteriza viata insasi, am ajunge in cele din
urma sa studiem subiectul cunoasterii. Viata poate sa
cunoasca. Orice altceva este inclus in acest subiect,
referindu-se la metode sau sisteme de a cunoaste.
Legea sau conventia fundamentala a acestui univers
este aceea ca cineva nu va cunoaste decat ceea ce a
fost adus in existenta pentru a fi cunoscut. Deci acest
univers impune o limitare asupra cunoasterii, astfel
incat este posibila doar pentru clasa de obiecte care au
fost facute sa existe pentru a fi cunoscute.
Aceasta lege este specifica acestui univers. O fiinta
poate actiona (i.e poate juca jocuri) in acest univers
doar cat timp este in acord cu aceasta lege. Odata ce
fiinta incepe sa cunoasca in afara acestei legi, va
actiona in afara universului.
Actiunea de a aduce ceva in existenta pentru a fi
cunoscut este numita creatie. Asadar, in acest univers
cunoasterea este limitata la acele lucruri care au fost
create in interiorul universului.
Nu trebuie sa consideram niciodata ca a cunoaste este
limitat in sine la acele lucruri care sunt create pentru a
fi cunoscute. Viata poate sa cunoasca; poate sa
cunoasca orice, chiar daca a fost adus in existenta
pentru a fi cunoscut sau nu. Pentru a actiona
(functiona) in acest univers, viata considera, sau
accepta conventia ca nu cunoaste pana cand ceva nu
este adus in existenta pentru a fi cunoscut.
Aceasta limitare asupra cunoasterii reprezinta legea de
baza, singura regula de baza care guverneaza acest
univers. Alte universuri pot fi construite pe baza altor

legi fundamentale, insa toate vor limita intr-un fel sau


altul cunoasterea; daca a cunoaste ar fi nelimitat, orice
tip de joc sau orice univers ar fi imposibile. Pastreaza
in minte legea fundamentala a acestui univers in timp
ce faci Exercitiile Practice, pentru ca toate jocurile in a
caror capcana ai picat in acest univers, au la baza
legea fundamentala a acestui univers.
Scop, Intentie, Tel si Postulat pot fi privite ca fiind
sinonime. Un joc este o competitie de convingere.
Convingerea atunci este o fortare, o impunere a
cunoasterii.
Impunerea cunoasterii este denumita importanta.
Intentiile sunt intensificate, amplificate, pentru a le
face mai convingatoare. Deci importanta reprezinta
intensitatea intentiei; gradul, masura de trebuinta
din acea intentie. Pe masura ce intensitatea, sau
importanta unei intentii se apropie de zero, asa si
intentia in sine tinde spre zero. Importanta are
aceeasi relatie cu intentia asa cum pisicismul se
relationeaza cu pisica: cand pisicismul este indepartat
complet, va disparea si pisica. Asadar, pentru a
rezolva o intentie din minte este necesar sa abordezi
doar importanta acelei intentii; odata ce acest lucru
este rezolvat, intentia in sine va tinde spre zero si in
cele din urma va disparea. Acesta este fundamentul
oricarei psihoterapii eficiente.
Semnificatia reprezinta luarea in considerare a naturii
intentiei cat si a importantei ei. Deci semnificatia tinde
si ea catre zero pe masura ce intensitatea, sau
importanta acelei intentii se apropie de zero.
Semnificatia nu poate exista in lipsa importantei.
Asadar importanta sta la baza oricarei semnificatii.

Deci orice intentie, ca sa persiste in existenta, necesita


o clasare prin prisma importantei. Insa importanta
reprezinta cunoasterea fortata, iar odata ce importanta
dispare, va disparea si intentia. Asadar, toate intentiile
reprezinta sisteme sau metode de cunoastere,
necunoastere, a face cunoscut, sau a face necunoscut.
Intentiile sunt mentinute in minte de catre intentii
opuse. Asadar, o intentie nu poate fi rezolvata decat
prin relatia cu opusul ei; nu poate fi rezolvata
niciodata daca este considerata in mod izolat. O
pereche de intentii aflate in opozitie poarta numele
de problema. Problemele reprezinta elementele
structurale de baza ale jocurilor.
Este necesar sa facem diferenta clara intre termenul
opus, care poate avea o semnificatie mai vaga si
termenul opozitie, care este un termen foarte precis.
Opozitie reprezinta postulatul exact opus, in vreme ce
opus poate avea o utilizare mult mai larga. E.g.
Opusul lui cunoastere este considerat in mod uzual a
fi necunoastere. Totusi, postulatul de opozitie al lui
A cunoaste este A fi necunoscut26. Aceasta nu este
o supozitie, ci iminenta logica.
Viata poseda patru abilitati fundamentale. Orice
intentie in viata trebuie sa se manifeste conform uneia
sau alteia dintre aceste abilitati de baza. Totalitatea
acestor manifestari cu privire la o intentie o denumim
pachetul de scopuri al acelei intentii. Asadar, toate
manifestarile posibile ale intentiei A cunoaste se
afla in pachetul de scopuri A cunoaste.
Deci, toate jocurile posibile cu privire la o intentie se
afla in pachetul ei de scopuri. Asadar toate nonjocurile posibile (situatii cu postulate complementare)
cu privire la o intentie se afla in pachetul ei de scopuri.
26

Aceasta reprezinta negatia din Logica Booleana,


reprezentand inversul conditiei initiale.

Deci, totalitatea incarcaturii (tulburarii, suferintei)


oricarui scop se va gasi in pachetul sau.
Este o greseala fundamentala in psihoterapie sa lucrezi
in afara unui pachet de scopuri in cautarea unei
incarcaturi care se afla in interiorul lui. Intotdeauna se
afla in pachet. Nu exista un alt loc unde ar putea fi.
E.G. Cineva are o compulsie sa bea alcool. Intreaga
problema, si toate celelalte probleme posibile pe
subiectul bauturii, se afla in pachetul de scopuri A
bea. Sa mergi sa cauti in afara pachetului de scopuri
A bea, incercand sa gasesti justificari pentru
aceasta compulsie de a bea inseamna sa cauti esecul.
Totusi unele scoli de psihoterapie sustin ca obsesia,
compulsia omului de a bea si orice alta problema a
lui, se pare au de-a face cu viata sa sexuala din
adolescenta. Viata lui sexuala, din adolescenta sau de
mai tarziu, se afla in pachetul Sex-ului. Viata lui de
bautor se gaseste in pachetul A bea. Acestea sunt
pachete separate si este o greseala fundamentala sa
abordezi unul incercand a-l rezolva pe celalalt. Este
similar cu situatia in care un doctor ii bandajeaza
cuiva cotul cand acela are o rana la umar. Poate ca ar
fi necesar ca unii psihoterapeuti sa-si rezolve propriile
pachete ale Sex-ului inainte de a putea intelege acest
simplu adevar. Daca este necesar, atunci asta trebuie
facut.
Datorita naturii conceptului de convingere (o
cunoastere fortata), pachetul de baza al scopurilor este
A cunoaste. Toate celelalte scopuri se afla in acest
pachet. Toate celelalte scopuri sunt metode de
cunoastere, necunoastere, a face cunoscut sau a face
necunoscut.
(La acest adevar se mai poate ajunge prin analiza
intentiei oricarei intentii. In cele din urma vei ajunge
inapoi la una sau cealalta dintre ramurile pachetului
A cunoaste. Odata ajuns acolo, nu mai poti sa mergi

inapoi, datorita faptului ca intentia tuturor acestor


intentii reprezinta propria lor intentie).
Toate pachetele de scopuri au exact aceeasi
consistenta ca si pachetul A cunoaste.
Toate pachetele de scopuri se abordeaza exact in
aceeasi maniera ca si pachetul A cunoaste.
Un scop poate fi general sau specific. E.G. A creste
este unul general; A creste petunii este specific; A
creste petunii primavara este si mai specific. Toate
versiunile specifice ale unui scop se afla in versiunea
generala. Deci se abordeaza intotdeauna numai forma
generala a unui scop, pentru ca toate variantele
specifice posibile se afla in varianta generala.

Nota logica.
Aceasta sectiune poate fi printata si laminata daca se
doreste. Scopul acestei sectiuni este de a demonstra
celor interesati faptul ca subiectul pachetelor de
scopuri se bazeaza pe o fundatie logica solida.
Subiectul logicii se bazeaza pe doua axiome
fundamentale:
1) Clasa unui concept si absenta lui nu exista.
( x(1-x))=0. Aceasta egalitate este satisfacuta doar
cand x este zero sau unitate. Asadar, in algebra
claselor (Algebra logica sau booleana, sau logica
simbolica), simbolurile nu pot avea decat valorile
zero sau unitate.
2) Universul poate fi divizat in orice concept si
absenta acestuia. (x + (1-x) =1.)

Din aceste doua axiome fundamentale deriva toate


celelalte propozitii logice. Una dintre aceste propozitii
enunta ca tipurile de clase posibile care pot exista cu
doua concepte x, y, sunt patru. Suma lor este
universul: unitatea.
xy + x(1-y) + y(1-x) + (1-x)(1-y) = 1
(Orice elev de liceu poate, dezvoltand partea din
stanga a ecuatiei de mai sus, sa demonstreze ca este
intr-adevar egala cu unitatea).
Orice pachet de scopuri contine doua concepte; aceste
doua concepte plus absenta (negativele) lor constituie
cele patru ramuri ale pachetului.
A cunoaste este un astfel de pachet. Daca notam A
cunoaste cu x si A fi cunoscut cu y, putem deduce
din ecuatia de mai sus cu privire la doua concepte,
faptul ca cele patru clase posibile sunt:
xy

Aceasta reprezinta clasa A cunoaste si A fi


cunoscut. Acestea sunt postulate
complementare si reprezinta o clasa a nonjocurilor.
x(1-y)
Aceasta reprezinta clasa A cunoaste si A nu
fi cunoscut. Acestea sunt postulate
conflictuale si reprezinta o clasa a jocurilor.
y(1-x)
Aceasta reprezinta clasa A fi cunoscut si A
nu-cunoaste. Acestea sunt postulate
conflictuale si reprezinta o clasa a jocurilor.
(1-x)(1-y) Aceasta reprezinta clasa A nu-cunoaste si
A nu fi cunoscut. Acestea sunt postulate
complementare si reprezinta o clasa a nonjocurilor.

Suma acestor patru clase reprezinta totalitatea


universului celor doua concepte: A cunoaste si A fi
cunoscut. Cuprins in aceste patru clase, asadar, se
afla intregul subiect de a cunoaste si a de fi cunoscut.

Cand consideram fiecare dintre aceste patru clase din


punctul de vedere al sinelui si al altora ajungem la
2x4=8 clase. Cand consideram fiecare dintre aceste
clase din punct de vedere origine si receptie
ajungem la 2x8=16 clase. Aceste 16 clase reprezinta
cele 16 niveluri descoperite atunci cand analizam
pachetul de scopuri A cunoaste. Putem desigur, in
mod analog, sa dividem universul in oricare doua
scopuri de forma A - si A fi - si vom ajunge la
aceeasi concluzie viz: Aceea ca intregul univers al
celor doua concepte este inclus in pachetul respectiv.
Deci, am demonstrat sub rigorile gandirii logice faptul
ca orice pachet de scopuri contine intregul univers al
conceptelor din care este compus si ca niciun aspect al
vietii nu se afla in afara pachetului respectiv. In limbaj
matematic, cele 16 niveluri ale pachetului de scopuri
sunt necesare si suficiente pentru indeplinirea
scopurilor noastre.
Cele patru ramuri ale pachetului de scopuri se sustin
una pe cealalta in suspensie in minte. Niciun scop
dintr-un pachet de scopuri nu poate fi sters (eradicat)
din minte fara a le sterge si pe celelalte trei scopuri din
pachet. Asadar, pachetul de scopuri este cea mai mica
unitate posibila ce poate fi stearsa din minte. A incerca
sa stergi orice scop din minte fara a le sterge si pe
celelalte trei din pachetul respectiv este doar un
exercitiu zadarnic. E.G. Un om are o compulsie de a
bea. Nu se va elibera niciodata de compulsia sa de
a bea pana cand nu se va elibera si de compulsiile
de a nu bea, de a fi baut si de a nu fi baut (baut se
foloseste aici in sensul de beat). Se abordeaza
impreuna ca un set si se sterg de asemenea ca un
set.
Opozitiile din orice pachet de scopuri au aceeasi
forma ca si opozitiile din pachetul A cunoaste.

Postulatele complementare din orice pachet de scopuri


au aceeasi forma ca si postulatele complementare din
pachetul A cunoaste.
Totusi, intentia scopului poate sa vizeze mai multe
ramuri ale pachetului A cunoaste. E.g. Poti sa
cresti ceva pentru a fi cunoscut drept cultivator;
poti creste ceva pentru a vedea cum arata cand a
crescut; poti sa cresti un gard viu27 pentru a nucunoaste privelistea rafinariei de petrol din
vecinatate; poti sa cresti un gard viu pentru a fi necunoscut de catre vecini.
Este deci o greseala sa incerci sa realizezi o
echivalenta directa intre ramurile unui pachet de
scopuri si ramurile pachetului A cunoaste. Viata nu
cunoaste asemenea limitari.
Acest univers este unul al scopurilor, complementare
sau conflictuale. Poate fi inteles doar daca este privit
in acest fel. Daca este considerat din alte puncte de
vedere, va ramane pentru totdeauna un mister. Ceea ce
consideram a fi un obiect in univers, este constituit
doar din scopuri. Este mentinut in existenta de
propriul conflict intern de scopuri. Reprezinta un
pachet de scopuri extrem de condensat. Cum pachetul
de baza al scopurilor este A cunoaste, orice obiect
din univers poate avea ca esenta doar acest pachet.
Acest adevar contine cheia spre a face ca obiectele
nedorite din univers sa dispara.
Toate pachetele de scopuri se afla in pachetul de baza
A cunoaste. Atunci, pentru rezolvarea mintii, de ce
ar mai fi necesar sa adresam alte pachete (adjuncte)?
Pentru ca, pur si simplu, o fiinta ar putea avea
dificultati in a percepe in mod clar faptul ca orice
intentie in viata reprezinta o metoda de a obtine una
27

Oricare din numeroasele tipuri de arbusti din genul


Ligustrum, crescuti in mod uzual in forma de gard

sau alta dintre ramurile scopului de baza. Imediat ce


percepe acest lucru cu privire la o intentie anume,
incarcatura (tulburarea) acelei intentii dispare si
reapare in pachetul A cunoaste. Cat timp nu percepe
acest lucru, incarcatura ramane in pachetul adjunct.
Faptul ca pacientul poate fi ajutat doar in structura
propriilor convingeri reprezinta un truism al
psihoterapiei. Sau, cum se spune, il poti ajuta doar la
el acasa. Cineva ar putea, bineinteles, in stilul
tehnicii de listare28 a scopului altui scop sa determine
pana la urma pacientul sa-si dea seama de faptul ca
intentia care-l deranja este de fapt una sau cealalta
dintre ramurile pachetului A cunoaste. Totusi, acest
sistem nu este de dorit; oricat de elegant ar fi obtinut
rezultatul, il va lasa pe pacient cu senzatia ca a pierdut
ceva. Si chiar a pierdut. A fost deprivat de celalalt
scop! Este mult mai bine sa adresezi scopul adjunct, in
contextul propriului pachet. Cand faci acest lucru, se
intampla foarte des ca pachetul adjunct sa se
prabuseasca brusc in momentul in care pacientul
realizeaza ca intentia cu pricina reprezinta doar o
metoda de a obtine una sau cealalta dintre ramurile
pachetului de baza. Toata incarcatura reziduala va
parasi pachetul adjunct si va reaparea in pachetele de
baza din care, bineinteles, fac cu adevarat parte.
Totusi, pachetele adjuncte, fiind complete in sine, se
28

LISTARE, 1. actiunea auditorului de a nota


elemente spuse de catre pre-clar, ca raspuns la o
intrebare pusa de auditor. (HCOB 5 Dec 62) 2 . acesta
este un lucru spus de catre pre-clar. Pre-clarul spune
asta. Este raspunsul la o intrebare. Auditorul pune
intrebarea, iar raspunsurile pre-clarului sunt notate de
catre auditor. (Class VIII No. 11) 3 . o procedura
speciala folosita in anumite procese unde auditorul
scrie lucrurile spuse de catre pre-clar, ca raspuns la o
intrebare pusa de auditor, in ordinea exacta in care au
fost rostite de catre pre-clar. (Scn AD) 4 . in tehnica
de Listare, in ziua de azi, elementul corect L&N
trebuie sa fie BD si F/N (HCOB 20 Apr 72 II).

vor sterge si ele, in mod independent fata de pachetul


de baza.
Relatia dintre ramurile unui pachet adjunct trebuie sa
fie similara cu relatia dintre ramurile pachetului de
baza. Altfel, pachetul nu este unul real si nu se va
sterge niciodata. E.G. Scopul complementar al lui
A elibera este A fi liber, iar nu A fi eliberat.
Formularea exacta a pachetelor adjuncte cere un
minim de atentie. Cand un pachet adjunct nu se
sterge cum trebuie, problema cea mai intalnita este ca
acela nu este un pachet adevarat. Aceasta este
cunoscuta sub numele de incrucisare a pachetelor.
Este unul dintre pacatele de moarte. Cand doua sau
mai multe pachete adjuncte sunt amestecate intr-unul
singur, niciunul dintre pachete nu se va sterge, iar
intreaga incurcatura se va macina la nesfarsit, fara
solutie. Terapeutul care incearca sa rezolve problema
unui om cu bautura prin adresarea vietii lui sexuale
infantile este declarat vinovat pentru ca a incrucisat
pachetele de scopuri. De aceea terapia dureaza la
nesfarsit, fara niciun beneficiu pentru pacient. Intradevar, cel mai elementar mod de a crea confuzie
pentru o fiinta este de-a o aborda prin pachete
incrucisate. S-a acordat multa importanta dezvoltarii
acestei arte subtile in istoria universului, iar confuziile
cele mai mari in care s-au aflat fiintele au fost
incercarile de tip overt de a li se incrucisa pachetele
toate acestea in spatele ideii de educatie, bineinteles.
Odata ce o fiinta este afectata de pachete incrucisate,
va ramane mereu cu acestea. Incrucisarea pachetelor
este metoda primordiala, folosita in univers, de
inrobire a fiintelor spirituale. Este infinit mai eficace
decat utilizarea bastoanelor de cauciuc ale politistilor.
Asigura-te deci de faptul ca ramurile pachetelor tale
adjuncte poarta exact aceeasi relatie intre ele ca si
ramurile pachetului de baza. Doar atunci se vor sterge.
Verifica faptul ca postulatele complementare sunt intradevar complementare, iar postulatele opuse

reprezinta opozitiile exacte. Acest lucru se poate face


doar in mod empiric, pe baza logicii de baza, obiective
si reci. Daca o faci in orice alt mod, vei face curte
dezastrului. Cineva ar putea considera dintr-un
instinct puternic faptul ca scopul A manca are ca
opozitie scopul A nu fi comestibil, insa logica ne
spune ca opozitia corecta este A nu fi mancat.
Diferenta intre stergerea curata a pachetului si
macinarea lui la nesfarsit se dovedeste a se afla in
asemenea nuante fine de semnificatii. Nicaieri in viata
nu trebuie sa fii mai precis decat in aceasta arie de
compunere a pachetelor adjuncte de scopuri.
Erasure is vanishment. When a goals package has
been erased from the mind it is gone. Literally. All
four legs have vanished. It has not been suppressed,
repressed or any other type of pressed. It has neither
been adjusted to or not adjusted to. It has gone.
Even the concepts contained within the package have
to be consciously created by the being before they
exist. You can hunt in the mind forever with liedetectors, skin galvanometers, et al, and find no trace
of the component legs of an erased goals package.
Thus, the concept of erasure is a psychotherapists
dream. It is also a nightmare to those who hold a
mechanistic view of the mind, and maintain that once
an impression is made on the mind it is in that mind
forever. Faced with the phenomena of erasure they
either dont believe it, tear up their textbooks and
acknowledge that they were in error, or jump out of
sixth story windows taking their textbooks with them,
depending upon their mental stability and general
willingness to change their minds about such things.
A goals package is the smallest unit that can be erased
from the mind. Hence, when something erases from
the mind some goals package or other has been erased.
This can and does happen in general psychotherapy,
and accounts for the miracle cures we sometimes
read about.

Partial erasure of a goals package is called nulling that


package. Nulling a package reduces the intensity of
the compulsive games condition between the legs of
the package. If a goals package can be nulled it can
also be erased.
Are we then free to take any purpose, formulate it into
a goals package, and proceed to erase it from the
mind? No. We are not free to do this for every
purpose.
To understand why this is so we have to examine the
basic urge of life in this universe. In this universe life
is endeavoring to be. It is endeavoring to exist. The
purest expression of this urge is contained within the
To be known leg of the basic package. This is true of
all life in the universe right down to the cellular,
bacterial and virus levels. Goals which further or
enhance this basic urge can be formulated into goals
packages and will erase. They are called life goals.
Goals which oppose this basic purpose, when
formulated into goals packages, will not erase.
They are called non-life goals. An examination of the
basic package also reveals that the goal which most
furthers and enhances the To be known leg is the
goal To know, the complementary goal in this
package. Thus, To know most furthers and enhances
lifes basic urge in the universe.
Thus, a life goal is defined as one which is not
opposed to the To be known leg of the basic
package.
Thus, a non-life goal is defined as one which is
opposed to the To be known leg of the basic
package.
Non-life goals, upon examination, will invariably be
found to be part of the negative legs of life goal

packages. E.G. The goal To hinder is clearly totally


within the To not help leg of the To help package.
Non-life goals can only be erased from the mind by
erasing the life goal package in which they are
contained.
This limitation upon the formulation of goals
packages is put on us by the nature of this universe,
and the purpose of life within it. It is not a limitation
of method, but a limitation imposed upon us by the
basic agreements and nature of the universe itself. The
reason why non-life goals packages do not erase is
because the goal upon which they are based is
opposed to the basic urge of life in the universe, not
due to some quirk in peoples minds. The fact that
non-life goals packages do not erase is extremely
powerful evidence supporting the theory of lifes basic
urge in the universe.
One could wax very moralistic about all this, and
point to non-life goals as being original sin or some
such, and use it as a platform to assert the way to the
good and pure life. One is, of course, free to do this.
And it is true that a spiritual being gets himself into all
the trouble its possible to get into in the universe by
adopting non-life goals as a total way of life. And, in
so doing, he can also make the life of those around
him a misery too. However, no matter how much we
moralize and point the finger, the truth is that some
people have become convinced that the only way to
live is to base their life upon non-life goals, and they
will continue to do so until they change these
convictions. The problem boils down to a problem in
therapy, not a problem in morality, for only therapy
can change their convictions without overwhelming
them, and so driving them further into the trap. As, for
the majority, this therapy can be completed by
themselves in their own homes at no cost to

themselves except their own time, we see this as the


optimum solution to the problem.
Once a life goals package has been erased all the nonlife goals to be found within its negative legs will also
be found to be erased. E.G. Once the To help goals
package has been erased, the To hinder package, and
all similar packages to be found within the negative
legs of this life goal will also be erased.
The more fundamental a life goals package is, the
more non-life goals are to be found within its
negative legs. Thus, the To know package, being the
basic package, contains all possible non-life goals
within its negative legs. It also contains, of course, all
possible life goals within its positive legs.
The general rule of therapy is to address the most
fundamental life goal that will produce change in
the being when addressed. From this rule is derived
the rule that we always address the basic package first,
and stay with that package as long as it produces
change. We only leave that package when it ceases to
produce change in the being, and then only
temporarily until it can once more be run gainfully.
The main purpose of addressing junior packages is
to permit the basic package to be run gainfully.
This is purely a matter of the most efficient use of
therapy time. Life contains a near infinity of
significances, and we are addressing all of them when
we address the basic package. To address a junior
package while the basic package can be addressed
gainfully is a non-optimum use of therapy time.
Knowing the nature of lifes basic urge in this
universe it should come as no surprise to us to learn
that non-life goals packages not only never erase, but
produce a steady worsening of the state of the being
while erasure is being attempted. Its not that they just

grind on forever, like cross-packaged life goals do,


never nulling and never erasing, but they actually
produce a marked worsening in the state of the being.
And there is no relief from this worsening. If the nonlife goals package is persisted with it would eventually
lead to the demise of the by now thoroughly demented
and tormented being. One either does this right or it
will kill you. There is no middle path.
I could not stress this fact too strongly. Ive walked to
the gates of hell researching non-life goals packages
on myself to discover this truth, and theres no need
for others to repeat the torture on themselves. We
have, within the technology of the goals package, the
power to give a being either life or death. All coins
have two sides. The non-life goals package is the other
side of the coin called life. However, such is the
power of the basic package (To know) that it will
actually repair the ravages brought about by running
non-life goals packages. If this were not so I would
not be writing this now. But I only caught it in the
nick of time. You may not be so fortunate.
If you wish to play with non-life goals packages while
the life goals packages are still heavily charged, there
is a very precise way to go about it. Contact your local
undertaker and get him to deliver you a coffin. Lay in
the coffin and address non-life goals packages. Then
your next of kin will only have to screw the lid down
when you expire. They wont have long to wait.
I can give you the basic non-life goals package. I give
it to you so that you can avoid it. A spiritual being
cannot be destroyed. He can only be degraded. And he
has been degraded. Hes been degraded so much that
the urge to degrade can beat strongly in his breast.
Life on this planet is being constantly degraded by
those who deny that it is basically a spiritual quality,
and insist that it is basically mud. The whole
philosophy of materialism is a direct degradation of

life. Its purveyors, themselves degraded to the point of


being convinced that they are no more than mud, take
a perverse joy in trying to drag others down into the
ooze. Most of the education a spiritual being has
ever received in this universe has been an overt
attempt to degrade him - to strip him of his native
spiritual qualities. For while he is cognizant of his true
spiritual nature he is considered infinitely dangerous
to those who wish to use him for their own ends.
The To degrade goals package, when formulated and
used, is one very hot non-life goals package. It will
soon have you scraping agony off the walls of every
torture chamber this side of Galaxy 4. And that is only
for starters. Very soon death is regarded as a welcome
release. The whole of the To degrade package is
within the negative legs of the To enhance package.
This life package, when erased, also erases the To
degrade package amongst others. And this erasure is
achieved painlessly. Once achieved, the To degrade
package can be run with impunity. It has no more
charge left in it than a piece of dead codfish. I trust
that you are getting the message.
Such is the power of the To degrade postulate in the
universe these days that the basic upset in any
persons life is invariably an overt attempt to degrade
them by others. It is usually in early childhood, or
even infancy. The incident is so abhorrent to the being
that he rapidly shuts it out of mind (not-know), and by
adolescence it is no longer a part of his or her
conscious recalls. Yet the incident continues to have a
profound effect upon the being for the remainder of
that life-time, and colors his physical, emotional and
intellectual approach to everything he does. By
addressing the To enhance goals package in the form
of the 8 classes of overts and motivators, just as given
for the To know package earlier, any psychotherapist
could rapidly spring this basic lifetime degradation

into view and permit its re-evaluation to PT29(now)


realities. Such an action would be enormously
therapeutic to the patient, and would result in a
betterment of their whole personality. Such are some
of the applications of this technology in the field of
psychotherapy. The same results can, of course, be
achieved by a person running solo on the exercises
given in the Practical Section.
The basic law of this universe states that its only
possible to know those things which have been
brought into existence to be known. From this law it
follows that those things which have been brought into
existence to be known are ipso facto30 considered
knowable. This means that the universe imposes
upon us a willingness to know those things we
bring into existence to be known31. While we
function inside this law we can play games in this
universe with impunity. However, once we try and
function outside of this law the universe becomes a
trap. The trap is, of course, our ignorance of the basic
law of the universe, not something intrinsic in the
nature of the universe itself.
This means that its quite safe to create any effect
in this universe as long as one is willing to
experience (know) the effect one has created. Once
one loses sight of this law one becomes trapped.
Trapped where? Trapped within the basic "To know
goals package. And, of course, trapped within the
universe itself.
As all junior goals packages are within the basic
package, they too follow the same basic law. E.G.
29

Short for Present Time


by the fact itself; by the very nature of the deed
31
If you create a effect you will also be the effect of that
effect. What comes around goes around. Do unto others as
you would have them do unto you etc.
30

The To free package. Its not possible to be free


without being willing to free (others).
This aspect of the basic law of the universe is called
the Law of the Complementary Postulate. It states:
To adopt any postulate in a goals package while
being unwilling to adopt its complementary
postulate leads to entrapment in that goals
package.
The only entrapment this universe contains is
violation of the Law of the Complementary
Postulate. Bear this law in mind as you erase goals
packages.
Thus we can always measure the degree of
entrapment in a goals package, and the intensity of
the games condition between the legs of the
package, by discovering how willing the being is to
adopt the complementary legs of that package. E.G.
The To control package. The positive
complementary legs of this package are To control
and To be controlled. Entrapment in this package
is indicated when one of those postulates is
preferred to the other. As the package erases, of
course, this imbalance lessens and finally vanishes, at
which time the being is equally willing to occupy any
of the four legs of the package. Of course, an
imbalance in the positive complementary legs of a
package also produces an equal and opposite
imbalance in the negative complementary legs of
that package.
One may wonder if we can get round the limitation of
non-life goals packages being un-erasable by
addressing them in a negative form. E.G. To hate is
a non-life goal, for To hate is totally within the To
not-know leg of the To know package (one does not
wish to know those things that one hates), and is

therefore opposed to the To be known leg. Would


not, then, the goal To not hate be erasable when
formulated into a package? The answer is no. This can
be proven empirically. The conclusion has been
verified by testing. It can be proven empirically by an
application of Boolean algebra, or even by formal
logical reasoning. Given that the class To hate is
within the class To not-know, it follows that the
class To not hate contains within it all the class To
know plus some of the class To not-know.
Therefore, some of the class To not hate is opposed
to the class To be known. Thus, To not hate is also
a non-life goal and its package will not erase. In life,
one does not get out of the trap of hating by adopting a
policy of not hating. This is true for the negative legs
of all non-life goals. Their packages do not erase, and
in life one does not become free of them by adopting
their negatives.
Only life goals are erasable from the mind. None of
the legs of non-life goals packages can be formulated
into erasable packages.
The negative legs of life goal packages, when
formulated into goals packages, also will not erase.
This much is obvious from first principles, but has
also been verified by testing.
When we violate the basic law of the universe in
formulating goals packages the packages never erase
and are intensely non-therapeutic. When we try and
live our lives in this universe on the basis of non-life
goals, or their negatives, we become further and
further entrapped in compulsive games play, and in
the universe itself.
Once trapped within a goals package, whether a life or
a non-life package, it is incredibly difficult to get out
of this trap by livingness alone. The being moves
compulsively from one leg of the package to the next,

round and round, like a tennis ball bouncing inside a


box. He endlessly tries to get relief from the agony
that every leg eventually becomes by adopting a new
leg, only to find that that leg in turn sooner or later
becomes agonizing. No matter how he twists and turns
and struggles, he is trapped within the box - within the
goals package. Is it so surprising that some eventually
go insane, and retreat to private hells of their own
manufacture? A hell that is only slightly less
agonizing than life has become.
There may be a relief for some by adopting the
philosophy of the worlds great spiritual leaders. E.g.
Christs message: Love thy neighbor as thyself. But
for the many they are simply unable to use these
routes to get out of the trap that life for them has
become. They are far too enmeshed in the trap to be
able to get out of the trap by changing their mode of
life and thought. Their compulsive thoughts govern
their behavior; their compulsive behavior governs
their thoughts. They are trapped forever in the
universe. This is literally true, for when the basic law
governing the game of this universe was dreamed up
no arrangements were made to ever bring the universe
to an end. Why should they be made? Do children, left
to themselves, ever put a time limit to their own
playtime?
The only release for the majority from the trap this
universe has become for them is to methodically take
apart the trap they have made for themselves. This
universe was never designed as a trap. But it most
certainly becomes one when one acts in it in ignorance
of its basic laws. This technology is such a route out
of the trap.
There are only three steps that a spiritual being needs
to take in order to free it from any trap. They are:
1). Realize that you are in a trap.

2). Discover the true nature of the


trap.
3). Walk out of the trap.

We see, then, that the subject of traps is intimately


connected to the subject of knowing. It is no accident
that the basic goals package that governs life in this
universe is To know.
A partial list of non-life goals follows. Each of them
has been tested and found to be intensely nontherapeutic and non-erasable.
To Degrade. To Destroy. To Blame. To Enslave. To
Hate. To Drug. To Trap. To Lie. To Cheat. To Steal.
There are many other non-life goals, but most will be
found to be variations of the above list.
A partial list of life goals follows. Each of them, in
addition to the To know package, have been
tested and found to be therapeutic and erasable.
To Create. To Love. To Admire. To Enhance. To
Help. To Feel. To Control. To Own. To Have. To
Eat. To Sex.
There are also the perception packages. These are
all within the To Know leg of the basic package, and
are therefore therapeutic and erasable.
To See. To Hear. To Touch. To Smell. To Taste.
Language purists who complain that the word sex is a
noun in English are free to use the Anglo-Saxon fourletter verb. It means the same thing. When working
with goals packages one quickly gets used to

verbalizing nouns when simple verbs are not available


in the language. After all, words are only symbols
representing concepts, and when working solo we are
free to use them however we please. Only when
dealing with others do the meanings of the words have
to be agreed upon.
The main list of life goals, headed by To Know and
continuing with To Create etc., form a scale of
increasing condensation, or solidity. You will be able
to write a book about what you will find as you erase
each of these packages. Ill leave you to make your
own discoveries. Quite apart from therapeutic
considerations as you erase the package you will learn
more about the subject matter of the package than you
could ever learn by taking a course at a university in
that subject.
The list of life goals given are by no means a complete
list of all possible goals of this class, but you will find
that most others are variations of the ones listed. The
list is certainly adequate to get you out of any type
of compulsive game you have got yourself into in
this universe.
However, you may like to formulate your own life
goals packages. A very useful trick when confronted
with a non-life goal, and wishing to find the life goal
in whose package it resides, is to take the opposite
(not the opposition) of the goal and formulate that into
a package. E.g. The opposite of To Destroy is
regarded as To create. Formulate and run the To
Create package. To Destroy can also be considered as
the ultimate in hindrance, or non-help. So formulate
and run the To Help package. Both packages resolve
compulsive destructive tendencies - as, indeed, do all
life packages. Again I would like to remind you that
when formulating a goals package be very sure that
the legs bear the exact same relationship to each other
as do the legs of the basic package (To Know). You

can waste hours - even years - trying to erase packages


where the complementary legs are not exactly
complementary, and the opposition legs are not
exactly opposing. Consult a good dictionary when in
doubt. Get it right before you start. Its always quicker
in the long run.
The complementary legs of the life goals listed
follow. Their negative legs are obtained by adding the
word not to the positive legs.
To be Created. To be Loved. To be Admired. To be
Enhanced. To be Helped. To be Felt. To be
Controlled. To be Owned. To be Had. To be Eaten.
To be Sexed.
The similar list for the perceptics packages is:
To be Seen. To be Heard. To be Touched. To be
Smelt. To be Tasted.
To Drink is a part of the To Eat package. Thus, it
too is a life goal and will erase. Its complementary leg
is To be drunk. I mention it because it is a specific
package for the resolution of alcoholism - if you can
get the alcoholic to stop drinking for long enough to
null the package.
Some life packages are shared in common with your
body (e.g. To Eat; To Sex). As you erase them you
can expect to experience passing32 body stimulation. It
will pass away as the packages erase. But remember
that even though you have erased one of these
packages, and are free of the compulsions within it,
your body will still be active with the package. E.g.
Even though you have erased the To Sex package
your body will still require sexual activity to remain
healthy. Similarly with eating. Its the way the body
32

brief, fleeting, or fortuitous; transitory

is. Its a built-in part of its existence as a life form.


You can be free of the compulsions within these
packages, but your body never will be - and still
remain a body. If you want a body that is free of the
needs of food and sex then I suggest you look around
for a Mark VI robot body. They are very popular in
some parts of the galaxy, although they are not
without their own peculiar maintenance and upkeep
problems.
This universe has been well described by physicists as
a space-time continuum. It has three spatial
dimensions and one time dimension at right angles to
the three spatial ones. Although this concept is easy to
handle mathematically it is not easy to visualize, for
once within the universe our minds become to some
degree trapped within the three spatial dimensions.
Which leaves the fourth dimension a bit tricky to
grasp. However, life can embrace a four dimensional
continuum. If life could not embrace it then life could
not have created the idea of the universe in the first
place. (Even if it is considered that the universe was
created by God he too is considered as being alive).
Indeed, this universe is within life, rather than life
being within the universe. Only when we consider life
to be a phenomena generated by the masses and
spaces of the universe do we have any real difficulty
in grasping the nature of the universe. This is the
ultimate trap of materialism.
We can get over the difficulty of conceiving of a four
dimensional continuum very easily by dropping one of
the spatial dimensions. This leaves us with a model
containing two spatial dimensions and one time
dimension. We can conceive of this very easily. Such
a model is a cylinder closed at one end and open at the
other. The two spatial dimensions of this tube are its
cross section. The time dimension is the length of the
tube at right angles to the cross section. The closed

end of the tube is the beginning of the universe. The


open end is now. As time passes the tube gets longer.
If we now imagine our tube to be populated with
beings who can only easily perceive the two spatial
dimensions our model is complete. We, of course,
being easily able to perceive in three dimensions, can
see the whole tube. The beings in the tube, by their
own creativity and games play make time, and thus
continuously extend the tube. We outside the tube, by
observing them and seeing what they are doing, could
easily predict the future of the tube. But if we were to
enter the tube and agree to abide by the laws of the
tube - i.e. to only perceive spatially in two dimensions
- we too would become a tube dweller, and be limited
accordingly.
And this is precisely how a being gets into the real
universe. He considers that such a game looks like
fun, and pops into the tube. After a while he may well
wonder how he is ever going to get out again. He gets
out again by contacting and reviewing his decisions
to go into agreement with the laws governing the
tube.
The basic law of our universe is that one will only
know those things which are brought into existence to
be known. Agreement with this law keeps us in the
tube. Its as simple as that. As one continues to null
the To know goals package one progressively frees
up from the compulsion to be in the tube. Eventually
one has regained ones freedom of choice in the matter
of whether or not to stay in the tube.
Now this tube we call the universe has been in
existence for some 2 x 1014 (200,000,000,000,000)
Earth years. This is a long time when compared to an
Earth year, but how long is it to a being who is outside
the tube, and only needs to flip his attention from one
end of the tube to the other?

Not every being currently in the tube has been in it


since the tube began. They have been drifting in to see
what the game is like continuously - like children
joining in an existing game of cowboys and Indians.
Most have eventually become more or less trapped in
the tube as they lost cognizance of their true nature as
spiritual beings, and of the basic law governing the
tube.
One of the many phenomena that stem from the basic
law of this universe is that no matter when a being
entered the tube all of the past of the tube is available
to him. His agreement to only know those things
which have been brought into existence to be known
does not prevent him from knowing anything and
everything that has ever happened in the tube, whether
or not he was in the tube when the event happened.
Because everything ever brought into existence in the
tube is knowable by the basic law governing the tube,
the being can know it.
So you can know anything and everything that has
ever happened in the past of this universe. But you
cannot know what is going to happen in the future of
this universe, because that has yet to be brought into
existence to be known, and so by the basic law of the
tube is unknowable. To know the future of the tube
you have to go out of the tube - and out of agreement
with the basic law of the tube.
So you can know what has happened in the past of this
universe, whether or not you were actually present
when it happened. You can observe the fall of
Carthage, the crucifixion of Christ etc. But dont be
surprised if the event turns out to be different from
what is reported in the history books. Historians use a
system of knowing, not direct knowing. By the use of
systems of knowing history becomes the common
denominator of what people can agree upon as having

happened, which can be and often is very different


from what actually happened.
As we know, people can and do assume the identities
of well known historical figures for the purposes of
games play. This can and does become quite
compulsive amongst certain types of personalities. We
can predict that it would be most compulsive amongst
the insane. And it is so. Any given insane asylum may
have five Napoleons, four Christs and a couple of
Genghis Khans. Where did they all learn so much
about these identities to be able to ape them so well?
Need we ask? Are any of these insane people
reincarnations of the originals? Probably not. But all
of them have the native ability to know everything
there is to know about the originals by examining the
past of this universe.
Another aspect of the same phenomena is that any
incident that occurred in the distant past of this
universe can be found in the past of any being in the
universe today. And it is ridiculously easy for the
being to believe that he was actually involved in this
incident, for he has no evidence to the contrary.
Again, then, we see the sheer futility of ransacking the
past of this universe in search of the reasons why for
current behavior. The being has the whole history of
this universe to draw upon when he is a bit short of a
convincing reason why for a postulate, and will not
hesitate to do so when pressed. Clutching a cherished
postulate to his bosom, he will happily and
methodically relate any and all of it to those who are
stupid enough to search for the reasons why of his
postulate.
Only by resolving postulates in conflict can the
being be freed from the trap the universe has
become for him. This is the subject of the goals

package in general, and the To know package in


particular.

PRACTICA
General
Esti pe cale sa desfaci o minte in bucati a ta. Poate a
inceput deja sa se disperseze doar citind sectiunea de
Teorie. Chiar sper ca asa s-a intamplat. Cat va dura?
Cat timp vei ramane intr-o stare de joc compulsiv cu
ea; nu te mai juca cu mintea si aceasta va disparea
indata.
Cel mai bun sfat pe care ti-l pot da inca de la inceput
este sa fii cat mai pozitiv in timpul exercitiilor; apoi sa
fii cat mai pasiv (detasat) si mai deschis la a invata
atunci cand vor aparea parti de informatie din trecutul
tau. Astfel vei descoperi cel mai repede tot ceea ce
este de stiut despre cea mai fascinanta fiinta tu.
Exista o lista de reguli pentru a te ghida. Daca doresti
sa intampini dificultati, ignora-le.
1.

2.
3.

Nu incepe exercitiile daca esti obosit fizic,


daca ti-e foame, daca suferi de vreo boala
sau deficienta alimentara, sau daca te afli sub
influenta vreunui drog sau medicament
(incluzand alcoolul).
Exercitiile se fac intotdeauna cu ochii
(corpului) deschisi.
Fa exercitiile singur/a, intr-un loc unde sa nu
fi distras sau deranjat de factori externi.

Regula de aur
Un exercitiu trebuie continuat cat timp produce
schimbare si doar apoi este oprit.
Cea mai buna cale catre nebunie, facand aceste
exercitii, este sa schimbi exercitiul de fiecare data
cand observi o schimbare. Mai bine ti-ai taia beregata
de la inceput; va fi mai rapid si mult mai curat.
Exercitiile vor produce schimbari. Sunt create sa
produca schimbari. Beneficiile sunt adesea precedate
de senzatii neplacute. Daca vei insista si vei urma
instructiunile, te vei bucura de beneficii. Daca in
schimb vei renunta atunci cand vei intampina
dificultati, iti vei crea singur senzatii neplacute care
pot dura zile intregi. Ceea ce a creat senzatia neplacuta
la inceput, o va si opri, daca exercitiul este continuat.
Nu te panica! (Sau, folosind cuvintele nemuritoare ale
lui Julius Caesar, care isi indemna cu tarie legiunea,
atunci cand hoardele barbarilor urlau dupa dealuri in
timp ce atacau : Non Panicus Est!). Daca simti ca iti
cade capul, ia-l usor si pune-l la loc pe umeri (tinand
cont sa-l asezi in pozitia corecta) si continua-ti
exercitiul. Inca se produc schimbari.
Exista doar doua capcane posibile atunci cand faci
exercitiile:
1.
2.

Sa opresti exercitiul in timp ce acesta produce


schimbari.
Sa continui exercitiul dupa ce acesta a incetat a
mai produca schimbari.

Dintre acestea, prima este de departe cea mai


periculoasa. Orice efecte negative determinate de
rularea exagerata, dispar indata cand realizezi ca
exercitiul a fost facut in mod excesiv.

Ce vreau de fapt sa spun prin schimbare? Orice


schimbare de constienta, senzatie, emotie, etc. Un
cascat, de exemplu, reprezinta o schimbare. Este un
semn ca inconstienta dispare. Persoana respectiva, in
consecinta, continua exercitiul. Totusi, este perfect
sanatos sa opresti un exercitiu in timp ce acesta inca
produce schimbari, la finalul unei sesiuni, si sa-l
continui la inceputul urmatoarei sesiuni de exercitii.
(Exista un exercitiu suplimentar denumit RI care
inlesneste acest lucru).
Este foarte inspirat sa iti alegi anumite perioade din
viata si sa faci aceste exercitii. Nu incerca sa le faci in
timp ce treci strada printr-o zona aglomerata, sau cand
conduci masina; accidentul care poate urma ti-ar
finaliza in mod prematur progresul.
Marea majoritate a senzatiilor neplacute care apar pe
parcurs sunt asociate cu momente diferite in timp cand
atentia ta a fost blocata. Pe masura ce te eliberezi de
acestea, te misti prin si din ele pana in timpul prezent
(TP) (acum). Exista totusi alta clasa de fenomene care
ar putea sa se manifeste: supra-stimularea sistemului
nervos al organismului. Senzatiile legate de acest
fenomen sunt mai mult de precipitatie decat de
neplacere, insa e bine sa afli ca acestea pot exista,
altfel nu vei sti ce se intampla cu tine. Exista multe
lucruri care pot supra-stimula sistemul nervos al
organismului, incluzand medicamente, alergii si
lovituri neasteptate (socuri). Toti suntem familiarizati
cu senzatia de a vedea stele verzi ca urmare a unui
impact la cap, sau chiar in alte zone ale corpului.
Socurile electrice pot si ele sa produca acelasi
fenomen. Mintea insasi, printr-o influenta spontana
asupra corpului, poate sa supra-stimuleze sistemul
nervos. Acest lucru se poate intampla de asemenea in
timpul exercitiilor.

Exercitiul pur si simplu determina o zona a mintii sa


ne afecteze corpul, rezultand o supra-stimulare a
sistemului nervos. Ca efect, poti sa incerci o senzatie
ciudata la nivel vizual. Se poate manifesta prin
vederea unor pete sau zone de lumina care fluctueaza,
etc.
Aceste fenomene sunt intotdeauna de scurta durata, iar
dupa aproximativ o jumatate de ora vor disparea. Nu
trebuie sa faci nimic in legatura cu ele. E bine doar sa
stii ce s-a intamplat. Daca vrei, odihneste-te pana cand
fenomenele dispar, apoi continua cu exercitiile care leau determinat sa apara. Trebuie sa continui, pentru ca
aceasta a fost o schimbare.
Daca esti conectat la un galvanometru cand aceste
fenomene se petrec, vei observa miscarea
caracteristica in zig-zag a acului indicator, variatie
ce insoteste aceste fenomene; aceasta inregistrare s-ar
observa foarte clar si pe o electro-encefalograma. Nu
este ceva grav si nu iti va afecta negativ organismul,
deoarece sistemul nostru nervos este construit sa
suporte supra-solicitari imense, inainte ca sa se
opreasca in intregime si ca inconstienta sa intervina.
Pur si simplu nu este posibil sa supra-soliciti sistemul
nervos atat de mult doar cu exercitiile, tot ce vei reusi
sa faci fiind sa observi niste pete colorate in campul
vizual.

Galvanometrul
Daca detii un asemenea instrument si stii sa-l
folosesti, atunci il poti utiliza ca un sistem aditional
pentru a determina daca un exercitiu mai produce
schimbari sau nu. Acul indicator nu va mai arata
variatii semnificative. Totusi acest aparat nu este in
nici un caz esential, datorita faptului ca un om poate

oricand sa se bazeze pe judecata sa cu privire la


propriile senzatii.
Chiar daca folosesti un galvanometru, vei ajunge
curand sa-l consideri inutil, pentru ca vei observa ca
acesta nu indica nimic semnificativ, desi tu stii ca de
fapt schimbarile inca apar. Deci, pana la urma, totul
se rezuma la propriile perceptii asupra senzatiilor.
Totusi, daca folosesti un galvanometru pentru a te
ajuta la inceput, atunci tine cont de indicatiile lui.
Daca stii sa-l folosesti, acest aparat nu te va dezamagi.
In perioada de inceput, acest aparat este mai sensibil
decat propria ta perceptie; mai tarziu, perceptia ta va fi
mai precisa decat aparatul.
Galvanometrul poate avea si o valoare surprinzatoare,
datorita faptului ca iti ofera niste informatii palpabile,
determinandu-te sa nu fi ingrijorat si sa fumezi prea
multe tigari in timpul exercitiilor.

Cele Cinci Niveluri

Nota generala
Partea practica este impartita in cinci sectiuni. Fiecare
serveste unui anume scop, iar sectiunile succesive
utilizeaza abilitatile dobandite in cele anterioare. Deci,
incepi cu Nivelul Unu si continui pana la Nivelul
Cinci, acesta fiind ultimul. (Voi explica imediat cum
majoritatea oamenilor pot incepe direct de la Nivelul
Doi).

Nu exista niciun beneficiu daca se sar unul sau mai


multe niveluri, ci dimpotriva, progresul se va opri
pana cand etapele sarite se vor relua si finaliza. Asa
cum poti compromite un film de suspans uitandu-te
direct la final, tot asa vei strica un set bun de exercitii,
incepand sa le faci pe cele de la Nivelul Cinci. Ori nu
se va intampla absolut nimic, ori exercitiile te vor
trimite in spital. Ultima varianta este mai probabila si,
daca as fi in locul tau, nu mi-as asuma acest risc.

Nivelul Unu
Acestea sunt exercitii menite sa te ajute sa descoperi si
sa-ti imbunatatesti senzatia de realitate a timpului
prezent.

Nivelul Doi
Acestea sunt exercitii pentru descoperirea trecutului si
pentru evaluarea lui fata de timpul prezent.

Nivelul Trei
Acestea sunt exercitii menite sa suprime timpul,
transformand 'atunci' in 'acum'.

Nivelul Patru
Acestea sunt exercitii pentru descoperirea celor opt
clase de supunere si aplicarea suprimarii timpului
asupra lor.

Nivelul Cinci
Acestea sunt exercitii menite sa creeze postulate
conflictuale si complementare, aplicand informatiile
din Tabelul continand Ciclul de Esecuri ale
Postulatelor.

Nivelul Unu

Daca acest nivel este necesar, acesta nu se poate


realiza cu succes decat cu ajutorul unui terapeut
separat. Pe masura ce fiinta umana intra intr-o conditie
din ce in ce mai avansata de jocuri compulsive cu
propria minte, se va adanci si mai mult in aceste
jocuri, fiind cu atat mai putin in contact cu realitatile
timpului prezent. Actiunile acelei persoane devin din
ce in ce mai ciudate si mai irationale pana cand, in
cele din urma, pentru propria sa siguranta cat si a celor
din jur, trebuie sa fie institutionalizata. Oricine are o
minte, se afla intr-o anumita conditie a jocurilor
compulsive cu ea si deci, intr-o anumita masura,
legatura acelei persoane cu realitatea este stirbita.
Astfel, se pune doar problema gradului in care el/ea
sunt rupti de realitate.

Exista un punct critic in care legatura cu timpul


prezent este atat de precara, incat orice incercare de a
contacta trecutul o va slabi periculos de mult, astfel
grabind o posibila cadere psihotica. Primul pas este
intotdeauna contactul cu timpul prezent; numai
atunci cand legatura cu prezentul se afla peste
punctul critic putem contacta in siguranta timpul
trecut. Acest lucru este valabil atat pentru persoanele
care fac terapie in mod solitar, cat si pentru cele care
lucreaza cu terapeut. Datorita faptului ca o persoana
nu este niciodata constienta cand legatura sa cu timpul
prezent a coborat sub punctul critic, ne explicam
motivul pentru care Nivelul Unu este neaparat abordat
cu ajutorul unui terapeut. Nu este niciodata usor
pentru o fiinta sa fie constienta de faptul ca nu este
constienta, motiv pentru care vom gasi un numar
relativ mai mare de oameni perfect convinsi de
propria sanatate mintala intr-un spital de boli psihice
decat in afara unuia. Mintea lor iluzorie creeaza
propriul timp prezent, iar devreme ce ei sunt in contact
cu acel prezent, considera pur si simplu cu tarie ca
sunt sanatosi. O persoana cu adevarat sanatoasa nu
este atat de sigura probabil o dovada mai credibila a
sanatatii.
Din fericire, doar un mic procentaj al umanitatii se
afla sub punctul critic, iar cei mai multi dintre acestia
au fost internati de mai multe ori prin spitale de boli
mintale. Totusi, exista oameni sub aceasta limita care
nu au fost observati de nimeni; sunt aceia care poseda
un sistem sanatos de iluzii. Aceasta stare este
cunoscuta sub numele de psihoza a evaluarii. Fiinta
este in aparenta foarte sanatoasa poate doar un pic
prea fixata asupra propriilor idei. Cat timp nu este
supusa unui stres excesiv, va trai o viata complet
normala. Totusi este un butoi cu pulbere care poate
exploda in orice moment. La o astfel de persoana,
stresul exagerat poate oricand sa determine o criza
psihotica. (Ceea ce, in mod politicos, in zilele de
astazi s-ar numi 'cadere nervoasa'). Acest om este
spitalizat imediat. Deseori survine recuperarea iar

cinci ani mai tarziu se prabuseste din nou. Si va


continua astfel cat timp va avea incarcatura excesiva a
jocurilor cu propria minte, si legatura firava cu
realitatile timpului prezent.
Deci numai un procent minuscul al umanitatii are
nevoie sa treaca prin Nivelul Unu, dar daca e necesar,
trebuie rulat doar inaintea Nivelului Doi. Altfel, numai
incercarea rularii Nivelului Doi poate determina criza
psihotica.
Mi-ar fi teribil de usor sa spun: Mda, am obtinut un
rezultat bun la Nivelul Unu. Sa incerce Nivelul Doi;
daca se impotmoleste, inseamna ca era de Nivelul
Unu. Este si acesta un test, dar nu unul care poate fi
considerat uman. Din fericire exisa un test mai bun
in totalitate uman. Testul ii alege pe cei care se afla
sub punctul critic fara a-i face sa sufere. (Testul poate
fi gasit in sectiunea urmatoare).
Pacientul de Nivel Unu trebuie sa-si imbunatateasca
relatia cu timpul prezent inainte sa inceapa in
siguranta Nivelul Doi. Este atat de simplu; nici un alt
factor nu mai este implicat. Nu este nimic in neregula
cu neuronii sau cu sufletul lui; totul se rezuma la
relatia sa cu timpul prezent al universului fizic.
Nivelul Unu reprezinta, datorita conditiei compulsive
a jocurilor cu propria minte, o relatie prea slaba cu
realitatea timpului prezent; incercarea de a trece la
Nivelul Doi prezinta riscul ca persoana respectiva sa
fie rapusa total de propria minte si sa sufere o criza
psihotica. Pentru a-si accesa mintea, acea persoana
trebuie sa-si reduca o parte din atentia acordata
timpului prezent. Aceasta reducere ar putea fi prea
mare fata de cat isi poate permite de fapt si se va
prabusi.
Insist atat de mult pe aceste lucruri din motive
evidente: nu vreau ca oamenii sa se prabuseasca la
Nivelul Doi. Mai ales ca exercitiile de la Nivelul Unu

sunt disponibile oricarui terapeut care a invatat sa le


aplice.
Fara indoiala, expertii la acest nivel sunt Scientologii,
iar exercitiile lor numite 'CCP' sunt excelente pentru a
obtine rezultatul scontat. Deci, daca ai nevoie de
Nivelul Unu, mergi si consulta un Scientolog si spunei ca vrei sa rulezi Procesele CCP. El te va ajuta cu
placere, iar tu vei obtine un beneficiu enorm din aceste
exercitii simple. Dupa aceea poti incepe Nivelul Doi
de unul singur.
Acestea sunt exercitii menite sa descopere tehnica de
suprimare a timpului celor opt clase de supunere.

Refacerea Importantelor (RI).


Guvernatorul.
Inainte sa trecem la Nivelul Doi, as vrea sa iti fac
cunostinta cu Guvernatorul. Acesta este un exercitiu
simplu care te va insoti pe tot parcursul evolutiei tale
de unul singur. Reactia la acest exercitiu va determina
de asemenea daca o persoana poate incepe in siguranta
Nivelul Doi, sau trebuie mai intai sa faca Nivelul Unu.
Cei care nu trec acest test si insista sa inceapa Nivelul
Doi o fac pe propria raspundere.Pot doar sa-i avertizez
cu privire la pericole, neavand puterea sa-i oblig sa-mi
urmeze sfatul. Daca treci acest test cu succes,
Guvernatorul te va scoate intotdeauna din orice
dificultati aparute din cauza exercitiilor. Totusi, doar o
persoana care nu are nevoie de rularea Nivelului Unu
are garantia ca se poate folosi de ajutorul
Guvernatorului. Sper ca am fost suficient de explicit.
Fiinta, devenind din ce in ce mai incalcita in jocul
compulsiv si in importantele care-l insotesc, mai intai
se inconjoara cu ele si apoi, printr-un fenomen de

contagiune, ajunge sa creada ca are nevoie de ele. Se


afla asadar intr-o stare mentala care-l determina sa
aiba nevoie sa fie inconjurata de importante. Cum
ceea ce este considerat important tinde sa persiste si sa
devina tot mai solid, regasim fiinta intr-o stare in care
chiar crede ca are nevoie sa fie inconjurata de mase si
soliditati. (De fapt importanta este cea dupa care
tanjeste, nu dupa masa si soliditate). Aceasta stare
evolueaza pana in punctul in care se simte rau daca
masa incepe sa dispara. In singuratatea lui, rezolva
deficitul tragand in jurul lui si mai multe mase
mentale vechi. Devreme ce aceste vechi mase
mentale contin diverse senzatii neplacute (durere,
etc.), isi va aduce peste el si aceste senzatii pentru a fi
inconjurat de masele care le insotesc. Este un
mecanism incredibil, si explica atat de multe aspecte
ale vietii. De exemplu: probleme si solutii. Fiinta
ajunge in stadiul in care literalmente nu-si permite sa
rezolve o problema fara sa se asigure mai intai ca
solutia aleasa va crea la randul hhyyyyyyyyyyei o
problema si mai mare decat prima. (Ii place ca
intotdeauna sa fie acoperita, asigurandu-se ca nu i se
diminueaza coeficientul de importante). Viata lui
incepe sa semene cu filmele vechi cu Stan si Bran, in
care, straduindu-se pentru rezolvarea unei probleme
simple, ei creeaza o problema mai mare, care la randul
ei creeaza una si mai mareetc. Publicul se ghemuia
de ras la maimutarelile lor apoi oamenii mergeau
acasa si faceau si ei cam acelasi lucru! Ma intreb cate
neveste au regretat faptul ca i-au rugat pe sotii lor sa
schimbe un robinet pentru ca apoi sa-si vada casa
fumegand in ruine?
Exercitiile de la Nivelul Doi in sus tind sa dizolve
masele mentale intr-un ritm accelerat. Totusi,
exercitiul variaza in functie de compulsia fiintei de a fi
inconjurata de masa (importanta). Aceasta este o
dilema cat se poate de reala si pana la urma exista o
singura solutie pentru ea:

Fiinta trebuie sa inlocuiasca masele vechi


(importantele) cu mase create de ea insasi.
Doar asa ea poate sa faca exercitiile care distrug
masele mentale nedorite, fara a atrage in mod
compulsiv in jurul ei si mai multe mase, pentru a
umple golul astfel creat. In cele din urma aceasta este
singura cale prin care fiinta isi va elibera mintea. Cat
timp ea este intr-o stare mentala in care are nevoie de
importante, nu va permite niciodata ca vreuna sa
dispara pana cand nu va fi sigura ca o poate inlocui
usor cu alta.
In prima faza, fiinta este ca un prizonier care a stat
toata viata inchis intr-o celula. A ajuns sa creada ca
are nevoie de peretii inchisorii, iar daca cineva il
elibereaza la un moment dat, va cere sa fie inchis din
nou; daca acest lucru nu este posibil, se va grabi sa
intre in cea mai apropiata camera, va tranti usa dupa el
si se va ascunde. Acest mecanism este binecunoscut
de autoritatile inchisorilor, care trebuie sa se ocupe de
prizonierii pe termen lung; aici apar beneficiile
ascunse ale sistemului de inchidere cu suspendare.
Acum tu esti unul din acesti prizonieri pe termen lung,
raportat la masele tale mentale. Ai ajuns sa crezi ca ai
nevoie de ele, asa ca vei atrage asupra ta si mai multa
masa mentala cu care s-o inlocuiesti pe aceea care a
fost inlaturata cu ajutorul exercitiilor. Deci, trebuie sa
refacem importantele pe care le-am facut sa dispara cu
importante create de noi insine, altfel fiinta va avea
parte de probleme infricosatoare. Va ajunge sa aiba
dureri si suferinte foarte persistente pe care nu si le
poate explica, si un ansamblu de emotii si senzatii
neplacute. Daca acest mecanism nu este inteles si
controlat, va duce mai devreme sau mai tarziu orice
caz de psihoterapie spre un final neplacut.
Cercetatorul ar crede ca terapia lui este inutila; cand,
de fapt, functioneaza prea bine

Deci, Refacerea Importantelor (RI).


Comenzi:
a) Determina ceva sa existe.
b) Fa ca altceva sa determine ceva sa existe.
a) se ruleaza iar si iar pana cand nu mai exista
schimbari; apoi b) se ruleaza la fel. Apoi a) si apoi b)
din nou, pana cand ambele nu mai produc schimbari.
Creatiile trebuie plasate sferic, la 360 grade in jurul
tau. Nu trebuie sa faci nimic cu creatiile; actul creatiei
este suficient. Calitatea creatiei este mult mai putin
importanta decat cantitatea creatiei; abundenta este
esentiala. Exista si comenzi alternative:
a) Creeaza ceva.
b) Fa ca altceva sa creeze ceva.
Cuvantul 'creeaza' reprezinta pentru multi un cuvant
incarcat emotional, iar acestia vor considera
comenzile precedente mai usoare. Ele au aceeasi
semnificatie.
A treia varianta:
a) Creeaza o importanta.
b) Fa ca altceva sa creeze o importanta.
Multi vor prefera acest set si ar trebui sa-l foloseasca.
Pe parcurs, cei care au studiat teoria si-au dat seama
ca o cale sigura de a distruge o fiinta este s-o convingi
ca nu poate crea. Odata convinsa de aceasta minciuna
este, bineinteles, prinsa pentru totdeauna intr-o
capcana nu numai in univers, dar si in actiunea
jocului compulsiv. Doar creativitatea ei o mai poate
salva. Deci, daca cineva ar vrea sa te prinda intr-o
capcana, in acest univers, trebuie sa cante doar un

singur cantec: Nu poti sa creezi. Nu trebuie sa cante


alta melodie; aceasta este suficienta pentru a-si atinge
scopul. Este ca un cantec funebru al plangerii si se
poate manifesta in nenumarate forme.
In timp ce rulezi RI nu este necesar sa percepi
creatiile. Certitudinea ca cineva a creat este suficienta.
Lipsa perceptiei este o dovada neinsemnata a
nonexistentei. (Exista chinezi care mesteca in oalele
cu orez chiar acum in Peking. Faptul ca tu nu poti sa-i
percepi nu reprezinta o dovada ca ei nu sunt acolo,
facand acest lucru).
La inceput, multi sunt afectati de ecrane de "nonperceptie", blocandu-le capacitatea de observare a
propriilor creatii. Pe masura ce progresezi de la un
nivel la altul, vei deveni din ce in ce mai constient de
existenta acestor ecrane. In cele din urma le vei
distruge, ca apoi sa reusesti sa-ti percepi creatiile.
Unele fiinte au putut dintotdeauna sa-si perceapa
creatiile deseori in toata gama de culori si se vor
intreba de ce fac atata caz despre toate acestea. Aceste
informatii nu sunt pentru tine, ci pentru fiinta care sta
bine ascunsa in spatele unui ecran de "non-perceptie"
unul de-al lui sau de-al altcuiva. (Mergi in Sectiunea
de Teorie pentru informatii mai detaliate pe subiectul
ecranelor).
Exista o alta clasa de RI, numita RI prin perceptie.
Aici, fiinta isi reface lipsa de importante accentuandusi contactul cu, si senzatia de realitate a unei
importante existente in timpul prezent al universului
fizic. Devreme ce oricare obiect solid poseda un
postulat rezidual de importanta intrinsec, observam ca
o fiinta poate sa-si refaca lipsa de importante atingand
fizic un asemenea obiect din timpul prezent al
universului fizic. Cuprinderea unui astfel de obiect cu
propriile maini si simtindu-i soliditatea, temperatura,
textura, etc. va reface importantele. Multe fiinte care
intampina dificultati in a folosi comenzile RI de natura

creativa, vor putea sa foloseasca RI prin perceptie.


Orice fiinta care poate folosi comenzile creative RI,
poate de asemenea sa foloseasca RI prin perceptie,
insa este preferabil sa foloseasca versiunea creativa.
Orice fiinta care poate folosi doar RI prin perceptie
intr-o prima faza, ar trebui sa incerce, pe masura ce
avanseaza printre niveluri, sa foloseasca variantele
creative. Mai devreme sau mai tarziu, persoana
respectiva va face "clic", trebuind apoi sa foloseasca
doar comenzile creative RI. Singura diferenta intre
cele doua metode este aceea ca, folosind versiunea
creativa, fiinta chiar genereaza importantele. Trebuie
sa reuseasca acest lucru pana la urma, iar cu cat mai
devreme, cu atat mai bine. RI prin perceptie va
functiona bine pana la finalul Nivelului Patru, insa
Nivelul Cinci, fiind extrem de distructiv fata de
masele mentale, chiar necesita versiunea creativa
pentru finalizarea lui cu succes.
Efectul imediat al rularii RI este deintensificarea
oricarei conditii a jocurilor compulsive in care ai
putea fi implicat, cu mintea ta sau cu viata in
general. 33 Calmeaza spiritele. Deci, exercitiul este
unul extrem de valoros pentru o fiinta, fiind oricand de
mare folos. Deintensifica stresul de orice fel si este
infinit mai bun decat folosirea oricaror medicamente
in acest sens. Aplica-l . (Chiar inainte de a infige
satarul in capul soacrei, ia o pauza si ruleaza un pic
RI; vei observa ca esti in stare sa pui cutitul jos.)
RI mai are o proprietate remarcabila:
Nu-l poti rula exagerat.
Fiind o abilitate naturala a vietii, este imposibil sa-ti
faci rau in vreun fel facand RI. Inceteaza a mai
produce schimbari dupa un timp, dar rularea lui
exagerata nu determina niciun fel de simptom.
33

De aceea sesiunile incep cu RI

Totusi, RI poate fi rulat insuficient atunci cand este


necesar. Aceasta este o adevarata capcana si trebuie
neaparat evitata.
Menirea principala a rularii RI in timpul exercitiilor
este aceea de lubrifiant. Face ca lucrurile sa
functioneze usor. Ar trebui folosit din plin. Trebuie
folosit in momentele urmatoare:
a) Intre finalul unui exercitiu si inceputul altuia.
b) La finalul tuturor sesiunilor.
c) La inceputul fiecarei sesiuni.
d) In timpul sesiunii, daca intampini dificultati
i.e.. treci printr-un cumul de senzatii insuportabile.

Aceste exercitii pur si simplu nu vor functiona in


absenta RI (Nivelul Unu este singura exceptie, dar
cum Nivelul Unu este aproape in intregime RI prin
perceptie, regula ramane valabila). In lipsa RI,
exercitiile vor esua in mod dureros si suparator.
Cand ai indoieli ruleaza RI. Oricand rulezi intr-o
sesiune comenzile RI creative, intotdeauna foloseste
ambele comenzi pana cand nu mai percepi schimbari.
Nu renunta cat timp se produc schimbari. A doua
comanda este la fel de importanta ca si prima. Nu
renunta la niciuna cand inca determina schimbari.
Exercitiul va "extenua" stocul de importante; foloseste
RI pentru a-l repara. Astfel, desi RI este rulat pana
cand nu se mai produc schimbari, doar facerea
exercitiului va determina RI sa produca iarasi
schimbari. La inceput, toleranta ta la pierderea
importantelor va fi foarte mica, asa ca RI va trebui
rulat frecvent; mai tarziu, toleranta iti va creste enorm
si vei avea o latitudine mai mare in care vei putea sa te
incadrezi. Totusi, nu vei fi niciodata eliberat cu totul
de nevoia rularii RI ca suport pentru exercitii, pana
cand nu vei fi ajuns la finalul Nivelului Cinci, cand
vei fi atins Nirvana.

Testul.
Ne aflam in momentul cand vom determina daca poti
incepe Nivelul Doi, sau daca vei fi nevoit sa faci
Nivelul Unu.
Testul este foarte usor. Pur si simplu incepi sa treci
prin lista de comenzi RI. Mai intai cele creative.
Ruleaza cu atentie fiecare pereche inainte sa treci mai
departe. Esti atent la schimbari. Orice fel de
schimbari. Daca produce orice schimbare, reprezinta o
comanda RI utila. Daca nicio comanda din lista RI
creativa nu produce vreo schimbare, atunci ridica-te
frumos chiar acum si atinge cu labutele peretii si
podeaua si mesele din camera in care te afli. Bun. Ai
gasit ceva? Bine. Acum fa asta pana cand nu mai simti
nicio schimbare. Nu ma intereseaza cat dureaza; fa-o
pana cand te-ai plictisit de moarte. Bine. Te simti mai
bine? Bun. Tocmai ti-ai umplut rezervorul de
importante; si esti gata pentru Nivelul Doi.
In regula, nu am uitat de voi, ceilalti. Nu-mi spune: nu
s-a intamplat nimic. Pare absurd, nu-i asa? Spune-mi,
rularea RI prin perceptie te-a facut sa simti un nod in
stomac? Sau poate o mica senzatie de greata? In timp
ce atingeai acele obiecte solide? Te-a facut sa simti
ceva? Bun. Continua pana cand te simti din nou
relaxat. Esti pregatit sa treci la Nivelul Doi. Continua
treaba cu labutele pe mobila timp de o ora sau doua;
va face minuni pentru tine. Totusi, daca nu te simti in
stare, mergi si consulta un terapeut separat care se
pricepe la exercitiile Nivelului Unu, si cere-i lui
ajutorul.

Si, in cele din urma, pentru cei carora nu li s-a


intamplat absolut nimic in timpul testului. Nu sunteti
pregatiti sa va luptati cu mintea voastra de unii singuri
in acest moment. Nu incercati acest lucru ati putea
ajunge in spital. Aveti nevoie de Nivelul Unu. Mergeti

la un terapeut si faceti-l. Insa nu-i permiteti sa va


"spoiasca" mintea pana ce Nivelul Unu nu a fost rulat
cum trebuie, pentru ca si atunci, cu un terapeut
separat, nu e in totalitate sigur sa va umble cineva la
minte daca Nivelul Unu nu a fost finalizat corect
chiar daca va compatimeste si are o canapea frumoasa
de piele pe care sa va odihniti dosul34. Faceti Nivelul
Unu si ne vedem mai tarziu cu chef35 de
palavrageala si gata sa te lupti de unul singur cu
Nivelul Doi. (A, si odata ce Nivelul Unu este realizat,
vei observa ca una din comenzile RI va functiona
pentru tine).

34
35

fesele; fundul
Sa ciripesti ca o pasare

Nivelul Doi

Scop: Sa gasesti trecutul. Sa inveti fiinta in a evalua


trecutul in prezent.
Acum o sa fiu foarte sincer cu tine. Daca ai nevoie
serioasa de acest nivel, va fi dureros. Totul depinde de
severitatea conditiei compulsive a jocurilor dintre tine
si mintea ta. Daca esti prieten cu mintea ta, exercitiile
vor fi usoare si te vei bucura de ele, timp in care ele iti
vor aduce beneficii. Totusi, daca esti o masa de asazise represiuni si inhibitii, te asteapta momente
fierbinti. Probabil ca vei fi absolut convins ca o sa
mori inainte sa-ti infigi dintii nu mai mult de vreo 3
centimetri in acest Nivel. Nu e nimic asemenator cu
Nivelul Doi, acesta separa barbatii de copii. Treci
peste acesta, iar restul va fi usor. Totusi, acest Nivel
trebuie finalizat, pentru ca nu exista alta cale de a
determina o fiinta sa poata Suprima Timpul.
Folseste RI din abundenta. Nu face pe martirul
ruleaza RI cand intampini dificultati; nu ai nimic de
castigat daca suferi mai mult decat trebuie. Acest
Nivel este menit sa distruga conditia compulsiva a
jocurilor in care te afli cu propria minte. Realizeaza
acest lucru cu o eficienta neiertatoare pana la limita
maxima la care poti ajunge. Dar o sa-ti spun un lucru:
odata ce ai ajuns la capat, vei fi pierdut orice frica in
legatura cu propria-ti minte. Vei sti cu certitudine
absoluta ca nu poate sa-ti mai faca nimic ceea ce tu nu
poti suporta. Obstacolul cel mai mare a ramas in urma.
Fiinta care a finalizat Nivelul Doi a spus la revedere
terapeutilor aditionali: stie acum ca poate sa faca
singura ceea ce este de facut. Daca aceasta tehnologie

va fi pierduta vreodata de catre omenire, singurul


motiv este ca unii oameni mai slabi de inger nu au
reusit sa confrunte ororile din Nivelul Doi, astfel
schimband-o in ceva placut si inutil. Nu uita
niciodata: Nivelul Doi este singura bariera care sta
intre omenire si cucerirea Nirvanei. Nu poate face fata
Nivelului Doi, deci apeleaza la un terapeut separat
care sa-l ajute sa treaca prin acesta nestiind niciodata
ca, facand acest lucru, si-a negat propria
responsabilitate cu privire la aceasta problema, astfel
asigurandu-si esecul. Trebuie sa faca acest pas de unul
singur, altfel nu va reusi niciodata sa-si sfideze propria
minte; nu exista alta cale.
Deci, Nivelul Doi va fi un botez de foc pentru multi
dintre voi. Atunci asa sa fie. Insista. Cunosc un caz in
care finalizarea cu succes a acestui Nivel a vindecat
alcoolismul cronic fara nicio alta interventie, asa ca
rezultatele merita efortul. Tine minte: ai supravietuit
in fata intamplarilor reale din trecut pe care mintea ti
le reconstituie acum, deci vei trai si dupa ce le vei
retrai. Ultimul lucru pe care il faci inainte sa fii la
pamant ruleaza RI. Atunci nu te vei prabusi. Ai
inteles? Apoi iti continui exercitiul. Ai inteles?
Comenzi:
a) Alege o intamplare nesemnificativa din trecut.
(Masochistii pot alege una semnificativa).
b) Alege un obiect din aceasta intamplare.
c) Gaseste un obiect in TP (timpul prezent) (unul
pe care-l poti vedea cu proprii ochi) care este
diferit de obiectul din trecut.
d) Cum este el diferit?
Repeta c) si d) (Este permis sa folosesti acelasi

obiect din TP in mod repetat daca doresti) pana


cand nu mai exista schimbare; apoi:
e) Gaseste un obiect in TP (unul pe care-l poti
vedea cu proprii ochi) care este similar cu obiectul
din trecut.
f) Cum este el similar?
Repeta e) si f) pana nu se mai produc schimbari,
apoi repeta c) si d). Continua pana cand ambele c)
si d), si e) si f) nu mai produc schimbari.
g) Alege un nou obiect din trecut, din aceeasi
intamplare din trecut sau din alta, diferita.
Repeta c) si d), apoi e) si f) folosind noul obiect din
trecut, pana cand nu mai apar schimbari.

Continua exercitiul, folosind obiecte din ce in ce


mai semnificative din trecut, pana cand, orice
obiect ai alege, acela nu mai determina schimbari.
Acum fa exercitiul folosind persoane din trecut.
Alege-le una cate una, si finalizeaza exercitiile pentru
fiecare persoana. Continua pana cand nicio persoana
din trecut, pe oricine ai alege, nu mai determina
schimbari.
Pe masura ce faci aceste exercitii iar conditia jocurilor
compulsive dintre tine si mintea ta incepe sa se
risipeasca, vei observa ca iti este din ce in ce mai usor
sa plasezi obiectele din trecut langa cele din prezent
pentru a le compara, pana cand vei reusi cu oarecare
usurinta sa observi simultan ambele obiecte, din trecut
si prezent. Inveti sa Suprimi Timpul. Pana cand vei
finaliza exercitiile, vei fi expert in Suprimarea
Timpului. Nu grabi exercitiile; nu este nimic de
castigat prin aceasta. Odata ce ai inceput cu un obiect
sau o persoana, trebuie sa persisti asupra lor. Daca te
razgandesti tot timpul, nu-ti va fi mai usor; vei
prelungi agonia si exercitiul. Epuizeaza schimbarile

la fiecare exercitiu, aceasta este intotdeauna cea mai


rapida cale.

Adu-ti aminte: distrugi o conditie compulsiva a


jocurilor dintre tine si propriul trecut. Exercitiul
continua sa produca schimbari cat timp aceasta
conditie compulsiva a jocurilor este foarte activa; pe
masura ce aceasta conditie se domoleste, exercitiul
inceteaza a mai produce schimbari. Vei ajunge sa
simti lucruri diferite cu privire la trecutul tau vei fi
mai prietenos fata de el si vei fi de asemenea o
persoana competenta in Suprimarea Timpului, deci
gata pentru Nivelul Trei.

Level Three

General Timebreaking.
Timebreaking. Definition: The simultaneous viewing
of then and now.
If Level Two has been properly done then Level Three
will be easy. Its just a romp around your past;
learning your skills and applying them. However, if
youve skidded off Level Two and hope to find
salvation in Level Three I have some bad news for
you. Either nothing will happen, or all the things you
hoped to avoid will come back and haunt you at Level
Three. And, what is more, youll be stuck with them
from here on out. Youve either cooled this
compulsive games condition you are in with your past
at Level Two, or you havent. Level Three is no place
to be playing this sort of game. Simply because while
you are still playing this game you cannot effectively

Timebreak, so the exercises will not benefit you. So, if


in doubt about whether Level Two is finished, then
its not finished and you must go back and finish it.
Then, and only then, will Level Three help you.
Once Level Two is complete the being is able to
comfortably place then and now objects side by
side for comparison purposes. Indeed, it will be found
that the comparison has become largely automatic.
Once he so places them the comparison occurs almost
instantly. This is as it should be. A being cannot view
through time; this is an illusion. He can only view
across a distance. Everything you view, you view right
now. The action of simultaneously viewing then and
now breaks the illusion of time. It literally breaks
time - Timebreaking. While the being continues to
try and compare the then and now objects while
still considering them in different moments in time
he never achieves a full comparison; thus, he never
achieves a true evaluation of their relative importance,
and the then object still retains a residual command
power over him. Once Timebroken, the command
power of the then object is vanished forever. This
cannot be done until the illusion of time is broken:
the illusion of time is broken once it is done. Theres
nothing mystical about this; its all good, solid natural
law. How can his past influence him if his past is now
in the present? Flip... See it?
Commands:
a) Select a past scene. Become simultaneously
aware of the scene and PT around you. Dont try
and Timebreak all of the scene at once. Take it a
bit at a time. Continue to do this until the past
scene fades - i.e.. begins to fall away in intensity
compared to present time.
b) Select a new past scene, and repeat a).

Continue until you are willing and able to


Timebreak all your known past.
This exercise will take many hours - joyful hours! and you are gaining all the way. The past will first be
found to become increasingly intense in perceptics,
then to progressively vanish. As the Level nears
completion youll be hard put to find new scenes to
Timebreak, and will be searching for them. This is
quite normal. Run RI as necessary. The exercise is not
particularly destructive of importances - compared to
Level Two, say - but RI will speed your progress
considerably. Every so often youll come across a
scene that just will not Timebreak. Not to worry. Just
roll up your sleeves and drop back to Level Two
regarding it and start finding some differences and
similarities between the scene and present time.
Suddenly it will flip out easily. Run a bit of RI at this
point. Youve found a sticker. Theres something in
that scene; more to it than meets the casual gaze.
Youll be picking that one up again later on Level
Four or Five. At this stage we are only interested in
Timebreaking it.
As you get well into this Level Three dont be shy
about having a good nosy around in these past scenes.
They are your past, you know. Spread yourself out
and have a good look around. Go take a walk through
these scenes. Find a scene with a bus in it; get on the
bus and see where it takes you. Youll be amazed!
Each scene is a complete universe at that moment in
time. Its all there - if you care to take a look. Tch,
Tch. I shouldnt have said this.
Lets be more scientific. Here we go: During this
Level, or the subsequent ones, youll find yourself
occupying a viewpoint exterior to your body in
present time; youll also find yourself occupying
exterior viewpoints to the ones you occupied at the
time during the past scenes. All this is quite normal. A

being is natively capable of occupying any viewpoint


he so desires in any scene, whether then or now.
This ability is returning to you. Very soon youll be
continuously operating your body in PT from a
viewpoint exterior to it - simply because its more
comfortable and natural to do so. (And youll do this
despite the fact that science has conclusively proven
that the ego is nothing more than a figment of the
brain!)
Although the past will progressively vanish during
this Level, nothing is being lost except the
enforcement to view it; any part of your past that has
been Timebroken can easily be brought back into
existence once more merely by desiring to view it.
As you complete this Level you will get your first
preview of Nirvana. For the first time you will feel
free of your past, and no longer feel it pressing around
you; the endless chatter of the mind will at last be
still, and youll be able to experience the tranquillity
of utterly still beingness. Unless you actually recall
something your past will remain in a state of total
vanishment. This, again, is as it should be.
If youve been connected to a skin galvanometer
during your exercises, the completion of Level Three
will show the instrument now sitting quite motionless
at 12,500 ohms for a male, and 5,000 ohms for a
female. The needle is quite calm and lifeless. Indeed,
from this point onwards the skin galvanometer will
never move much again. It has served its purpose, and
can now, if you wish, be discarded. Your perception
of change is now equal to or superior to that of the
instrument.
However, Nirvana is still a long way off. But youve
now got your feet a couple of rungs up the ladder, and
know which direction the ladder is taking you. Level
Four will get you up another couple of rungs, and give

you an insight into how you ever managed to get a


mind in the first place.

Level Four

Purpose: The systematic discharge of the eight classes


of overwhelm.
The completion of Level Three signifies the end of
your mind impinging upon you in session
involuntarily. However, it will still be found to
impinge upon you involuntarily in life to some degree
- even if you are now capable of Timebreaking it back
out of existence again as fast as it appears. Youll find
that you just cannot maintain your state of inner
stillness amidst the hurly-burly of life. Away from life
and alone, you can by Timebreaking get yourself to a
state of total peace and relaxation in a matter of
minutes; but youll find it difficult to maintain it while
on the hoof, so to speak. Its now time to do
something about this state of affairs. Theres clearly
still things in that thar mind of yours that you know
not what of. This is the whole subject of Level Four.
Once Level Three is complete youll find that you
have to actively stimulate your mind in session before
any of it will appear. What is happening is that its
becoming more and more under your control, and less
and less under the stimulus-response control of the
environment. From this point onwards you can expect
this tendency to increase. Eventually, only you will be
able to stimulate your mind; the environment will
have lost its power to do so. Level Four will start you
in this direction, and Level Five will complete it. To
do this we have to take up the whole subject of games.

Playing games got you into the mess and the


understanding of games will get you out of it once
more. You used to be an expert games player. You are
going to be an even greater expert very soon - so great
an expert that you will see the futility of them, and so
give them up for the infinitely greater joys of Nirvana.
Never miss it: the route to Nirvana for the compulsive
games player is through the voluntary playing of
games and then out the other side. You dont get there
by running away from them and contemplating your
navel. You get there by running through the whole
gamut of games play in exercise form. That is Level
Five. Level Four prepares you for this by getting you
to take a look at the subject of overwhelms, for this is
where a lot of your livingness is tied up. You need to
free this up before you embark upon the rigors of
Level Five. Level Four will also vanish another large
and unwanted chunk of your mind.

The eight classes of overwhelm:


1)
2)
3)
4)
5)
6)
7)
8)

Forced to know.
Preventing from being known.
Prevented from knowing.
Forcing to be known.
Forced to be known.
Preventing from knowing
Prevented from being known.
Forcing to know.

We are going to work our way round this list, from 1)


to 8), round and round, Timebreaking everything that
shows up as we go. Theres no need to be shy about
the nasty things youve done in your time; weve all
done such things. Youre working solo, and no one
but you need ever know about the gruesome details.
Thats right, now that you can Timebreak theres no
longer any need for the confessional. You become
your own confessor. Just Timebreak it all out; thats
all its necessary to do. Get it all nicely Timebroken the guilt feelings, the blame, the shame, the regret, the
whole works. Lock the door and plug up the keyhole
if it makes you feel a little bit better. But lets get it
done, shall we?
Command: Get the idea of being forced to know.
Just punch the concept into your mind, and Timebreak
any incident that shows up. Dont try and force the
pace; just take your time. Now punch out the Forced
to know idea again. Get anything that shows up
Timebroken. Continue with this command until
nothing further shows up, and youve run it dry.
Now run RI.

Now move to command number 2). Run it just the


same as number 1).
Continue through the list. Run plenty of RI, for this
Level tends to chop it up a wee bit.
When youve completed through to number 8), go
back and start in again at command number 1).
New material will show up.
Continue round and round the list until there is no
further new material, and no further change. When in
doubt - run RI.
As you work with these commands you will find that
you are taking bits here and bits there out of incidents.
Thats quite alright. Many upsetting incidents contain
more than one type of overwhelm; really hot ones can
contain all eight! You can see how it is that beings get
into such a terrible mess with these things. One thing
we know about games play: its never orderly;
anything can happen - and sooner or later will. These
overwhelms come apart best in the sequence Ive
given them. They come apart this way much better
than trying to run the incidents in a consecutive time
sequence. Theres nothing which says an incident has
to be run in its strict temporal sequence; that is just
being a slave to the illusion of time. The sequence you
are using is the basic game sequence, the sequence in
which the whole mind is stacked. Thats why it comes
apart easiest this way. So run the sequence from 1) to
8), round and round, and youll get there fastest.
Early on only a few commands will produce material,
then later other commands will spark off and produce
for you. Soon youll be finding all commands more or
less live. Just clean each one up thoroughly before you
leave it. Then they all begin to fade, until finally
you are unable to punch any new material into
view for Timebreaking.

Level four is now complete. When its complete you


are no longer bothered by any of the overwhelms on
your known time track. If this is not the case, then
Level Four is not complete.
Its as simple as that. Those eight commands are the
complete list of overwhelms (upsets). There are none
outside of that list. Just go round and round that list
until the job is done. There are no inhibitions,
repressions, suppressions, withholds or anything else
ever dreamed up by the tortuous minds of psychiatrists
that is not one or other of those eight classes. Youve
got them all. And youve got all those that have yet to
be discovered, as well!
Just get the job done. It wont take anywhere near as
long as you think it will.
Good. You are now ready for the rigors of Level Five.
The environment is now virtually incapable of
triggering your mind against your conscious choice.
Only you can do it now - and even you are having
trouble! Only the creation of raw postulates can take
you further. That is the whole subject of Level Five.

Level Five

Purpose: To exercise the being in the creation of


complementary and conflicting postulates in
accordance with the Postulate Failure Cycle Chart.
The completion of Level Four signals that the being is
ready to work with pure postulates. In point of fact he

has no choice in the matter, for only by the creation of


postulates is he able to progress further. Nothing else
is capable of stimulating his mind, and so producing
material for Timebreaking. At Level Two the being
only has to think of something in order to have mental
mass flying round his ears. By the time Level Four is
complete only the creation of raw postulates will
trigger his mind in the slightest. This is as it should be.
Raw postulates are very rare things in life these days which is precisely why the beings mind is so little
triggered by life once Level Four is completed.
Humanity at large does not create effects by direct
postulates; they cannot use direct postulates; they
work on systems of getting things done. A man may
shout and rave at you, but its all noise and bluster; the
actual postulate content of his tirade is virtually nil. If
he were capable at handling postulates he would speak
in a whisper, and people would feel compelled to do
as he asks... The power of the silent postulate.
Mankind has many systems of power. Wealth is one
of them. It permits a man to make his postulates
effective when the true power of his postulate is close
to zero. As the being comes up the line he
progressively abandons his systems of power and
returns to the direct postulate. And in so doing his life
becomes incredibly simple and uncomplicated.
So when we reach Level Five we are, as they say,
down to the nitty-gritty: the basic building blocks
upon which the mind is built; the four basic postulates
which go to make up life and games play.
A postulate is a causative consideration; it is a
consideration which contains an intention that
something will occur. (The flavor of its meaning is
contained in the old Latin postulare - to demand.)
One creates a postulate like one creates anything else:
one brings it into existence in a certain location in
space. Early on you may like to surround your
postulates with mass. That is quite alright. You can

create them with pink stripes and funny hats on if you


wish; they are, after all, your creations. Later on youll
be able to do without the mass, and just create the pure
postulate.
A being tends to feel at the completion of Level Four
that there is very little of his mind left. This is not so.
The truth of the matter is that the vast majority of the
mind is still there intact at the completion of Level
Four. The illusion of vanishment only occurs because
there are so few pure postulates in everyday life to
stimulate the mind, so it stays out of existence. Get a
spear through your guts and youll soon realize that
youve got a lot of mind hanging around still - as
those mental masses begin to fly around you once
more. That spear, you see, is a bit of solid postulate,
and will get things jangling once more.
So even though Level Four is complete we still have a
residual hard-core of mind left, and our job on Level
Five is to bring it into view so it can be Timebroken.
As your power of postulate increases on Level Five,
so youll be able to spring more and more of this into
view; this in turn will improve your power of
postulate even more, which will permit you to spring
even deeper levels into view. And so on until the job
is finally done. How capable will you be? I dont
know, for to the very best of my knowledge no one
has got there yet. You write and tell me about it. I do
know this, though: the sky is a lot higher than you
think. Even when you can knock a couple of planets
out of orbit with the whisper of a thought, youre still
only a babe in arms in terms of your full potential.
Only life has ever put a limit to the ability of life.
One last word before we go into Level Five proper. Be
sure you want to make the trip. Theres no going back,
you know. Can you go back now and enjoy the games
you played as a five year old? Once you walk this
road you cant get off it. My advice is to take someone

with you, or youll soon be running a terrible scarcity


of people to talk to about the really interesting things
in life. If you dont fancy yourself as a being with
god-like abilities, on the other hand, then the top of
Level Four is the place to quit. You are still more or
less human, and Level Five will soon change all that.
Are you coming? Good! Nice to have you along.
At this point take out the Postulate Failure Cycle
Chart and study it. I advise you to make your own
copy of it on a piece of cardboard. This can be folded
to fit into a plastic sachet, and so be carried around
with you without getting all crinkly and dog-eared.
The chart is worth studying, and there is always
something to be learned by looking at it. Indeed, it
will soon become a very valued possession. There is a
great symmetry and beauty about the chart, which
grows on you as you use it. There is a great oddity
about this chart: It is almost impossible to remember
it! Which is quite understandable once one begins to
appreciate its true significance. (It took me six months
to get it exactly right.)
The chart is divided into 8 major levels; each level is
sub-divided into two sections. This gives us a total of
16 possible games situations regarding an effect.
Youll also notice that the chart is divided into Origin
and Receipt, and Self and Others. Self and Others is
self-explanatory. Origin means the originator in a
game; Receipt means the responder in a game. Receipt
responds to Origin; Origin causes Receipt to respond.
Its purely a matter of who starts, or originates, the
game.
So we have 16 possible game situations regarding an
effect. There arent any others. (Theres a standing
prize going for the first being who can find any!)

The 16 consist of 4 overt overwhelms, 4 motivator


overwhelms, 4 origin of games, and 4 receipt of
games.
Life goes from 8b to 1a; we work from 1a to 8b.
Always. The reason for this is that later games occlude
earlier ones. So we start late and go early. This means
we are running life in reverse. Youll soon get used to
this, though early on it can be a bit puzzling. We dont
have any choice in the matter. Have you ever tried
peeling an onion from the inside? You peel it from the
outside inwards; you peel your mind the same way.
Your mind is very much like an onion in this respect.
If you want to waste time youll run the chart from 8b
to 1a; its a great way to get nowhere fast. Its also a
guaranteed way to put yourself into deep apathy. (Oh
boy, if you really wanted to louse this Level Five up,
that is one sure way to do it. Talk about booby traps...)
The being, in life, enters games with an effect at 8b;
after many vicissitudes he quits playing games with
this effect at 1a. No more games are possible with this
effect once 1a is reached, as all four postulates are
now in failure (overwhelm) both as SD and PD. Check
it through and you will see that this is so. He now goes
back in at 8b with a substitute effect, and starts the
circuit all over again. (Talk about futility!) So the
chart is really circular, and 8b should be folded round
to join 1a forming a cylinder. (I believe there is
something in Eastern religion called The wheel
which is similar to this. Or maybe they had this chart
once out East and lost it...)
The next point is that the chart only shows the SD
postulates. The PD postulates you have to put in
yourself. Theres no difficulty in this, for they are
always the complementary postulate to the SD
postulate. To save you looking them up in the Theory
Section the list follows:

SD
Must be known.
Mustn't be known.
Must know.
Mustn't know.

PD
Must know.
Mustn't know
Must be known.
Mustn't be known.

Next Id like to recap for you, so you are absolutely


sure of what we are doing on Level Five. Its
necessary to be very clear in your mind on the
differences between the following life situations.

A no game situation.
This is a complementary postulate situation. You look
at a wall; the wall is there to be known, and so you
know it. Its be known and know; complementary
postulates. This is not a game situation. There is no
postulate conflict; all the postulates match up. Ill
leave it to you as an exercise to spot life situations for
the other three sets on the above list. Remember:
Complementary postulates enhance affinity;
conflicting postulates detract from it.

A voluntary game situation.


This is a conflicting postulate situation. You look at a
wall; the wall is there to be known, and you decide
you dont want to know about it. Its be known and
not-know; conflicting postulates. Thus, this is a
game situation, for there is postulate conflict; the
postulates are in opposition. Ill leave it as an exercise
for you to spot life situations for the other three sets
on the above list.

A compulsive game situation.


This is identical to the voluntary game situation except
that the game is compulsive. The being feels
compelled to play it; hes lost his freedom of choice in
the matter. He sees the wall and has no choice but to
not-know it.
While the game is voluntary, the being can always end
it by adopting complementary postulates. E.g. He
stops fighting the wall and adopts a know postulate
regarding its be known postulate. End of game. All
games can be ended in this manner. No exceptions. If
you want to stop any game you are engaged in you
only have to adopt the complementary postulate to the
one being held by your opponent, and the game
promptly ends. He too, of course, can end it by
adopting the complementary postulate to yours. You
cannot force any being into a game who insists upon
adopting complementary postulates to your own.
Thus, a being who is free from the compulsion to play
games can never be forced into a game against his
choice. Hell play only as long as he wants to play,
then, if you try and force him to continue, hell merely
go into a complementary postulate situation with you.
Theres nothing you can do about it. I mean, you cant
even complain that youve lost the game, for youve
clearly won it! Or have you? For you never
overwhelmed him. I leave you to ponder this, for it
has a large number of interesting philosophical
ramifications.
But what of the being in a compulsive games
condition? Ah, he must go on playing. He cannot ever
end the game. Hes in it for keeps. He must go on, and
on, and on... Just like time goes on, and on and on in
the universe. Now do you see what I mean when I say
that in the absence of games, space and time cease to

exist? The whole universe is kept chugging along


through time and endless change by life engaged in a
compulsive games condition. A being achieves
Nirvana when he can adopt complementary
postulates with the whole universe. Then, and only
then, can he leave the universe and go in search of
pastures new. Until that point is reached the being is
always to some degree trapped in the universe.
The route out is from the compulsive playing of
games, through the voluntary playing of games, to an
ending of all games by the adoption of complementary
postulates and so the achieving of a non game
situation: Nirvana.
So let us be very clear about the direction in which we
are traveling on Level Five. There is nothing wrong
with playing games, for games are fun; but there is an
awful lot wrong with having to play games. The trap
is not in the playing of games. The trap lies in the fact
that the playing of games leads to the compulsive
playing of games. That leads straight into every trap
this universe contains. We only have to return to the
being his freedom of choice in the playing of games
and the job is done.
Now, once more take out the Postulate failure Cycle
Chart. The chart can be divided into 8 games levels,
and 8 overwhelm levels. Game and overwhelm
are all part of games, but we need to separate these
levels from a practical point of view.
First, the game levels. In each one of these levels there
are actually four postulates on the board (The term on
the board comes from the game of chess, and I use it
in the sense of in play). There is your SD postulate
(shown on the chart), your PD postulate (not shown on
the chart); your opponents SD postulate (shown on
the chart), and your opponents PD postulate (not
shown on the chart) is where you are; your PD

postulate is out there where your opponent is. Your


opponents SD postulate is where he is; his PD
postulate is over where you are. You are trying to get
him to adopt your PD postulate; he is trying to get you
to adopt his PD postulate. If either succeeds an
overwhelm occurs, and the game is lost or won; the
overwhelmer is the victor, the overwhelmed is the
vanquished.
The overwhelm levels. In each of these 8 levels there
are only 2 postulates on the board: Those of the
overwhelmer. His SD postulate is still where he is. His
PD postulate is now entirely round the vanquished
(who is convinced of it). The SD postulate of the
vanquished has now gone off the board; with it, of
course, goes the PD postulate of the vanquished. Both
the SD and PD postulates of the vanquished are thus
off the board (out of play) at the point of overwhelm.
Where have they gone to? They are in failure: they are
no longer considered tenable in that game. (The
vanquished may resurge and play another game of this
type later in time, but that game with that particular
effect is lost in the opinion of the vanquished.)
So in all 8 game levels on the chart there are 4
postulates on the board, while in all 8 overwhelm
levels on the chart there are only 2 postulates on the
board.
In the overwhelm, the vanquished literally buys the
PD postulate of the overwhelmer. He considers this
PD postulate as his own. Thus, in every overwhelm
we see a misownership of postulate. Its entirely a
matter of conviction. The overwhelmed is now
convinced that this is the way things are - and so
misowns the PD postulate that overwhelmed him.
However, as soon as he spots the misownership, the
overwhelm vanishes, and his own postulates reappear.
But until he misowns the PD postulate, the overwhelm
cannot occur! See it? Its all a matter of conviction.

Its very necessary, when working at the overwhelm


levels of the chart, to be aware of this overwhelm and
the misownership of the PD postulate. These levels
dont come apart otherwise. Once the being has fully
bought the PD postulate of his opponent in a life
game, he now adopts it as his own SD postulate and
moves to the next level upwards on the chart (towards
1a). In the exercises, however, once he frees the
misownership at the overwhelm level he is able to
move down (in the direction of 8b) to the next level of
the chart, for these postulates are now once more
available to him.
If youve been following this closely youll have
realized that at the overwhelm level we have the
semblance of a no game situation, for there is no
longer any conflict between the postulates; they are,
indeed, complementary. (Every torturer knows that
sufficient torture will render his victim compliant.
This is also why a being cannot immediately be free of
the entrapping influence of past games by adopting
complementary postulates in all directions in his
everyday life. All he will succeed in doing is throwing
himself into his past overwhelms. This is why the
edict Love thy neighbor as thyself is so incredibly
difficult for a being who is heavily enmeshed in
games to apply with any great benefit. Im not saying
its impossible, and is not a route out, but I am saying
that, due to the overwhelm mechanism, its incredibly
difficult to apply across the boards and so attain
Nirvana. Level Five gets over this difficulty by
simulating the overwhelm, and thus freeing the being
from it; by playing these games in exercise form he
comes to grasp the true nature of the factors involved,
and thus is no longer influenced by them. It also gives
him a look at his own overt overwhelms - which is
quite salutary36.

36

promoting or conducive to some beneficial purpose;


wholesome

We are now almost ready to embark upon Level Five.


However, before we do so a word about RI. Level
Five is by far the most destructive of past importances
of all the Levels. Mental mass is vanished at a truly
startling rate. One would expect this to be the case,
and we must be prepared for it.
I can tell you right now that the only thing that will
cause Level Five to grind to a shuddering and painful
halt for you is insufficient RI. Indeed, your total
progress on this Level is determined by how regularly
you repair your importances with self-generated ones.
Perceptual RI is just not good enough at Level Five;
only creative RI will do the trick. So sort one out if
you havent already done so. If youve successfully
completed Level Four one or other of the creative
versions will now work for you.
This matter is so vital that Im going to give you, here
and now, the details of the Level Five Repair Session.
I dont have to be told that youll fall flat on your face
sooner or later on Level Five. So Ill tell you what to
do when it happens. This is not me being pessimistic;
its me being realistic. I wouldnt expect any being to
start feeling his way through these raw postulates
without coming a cropper. Youll learn how to do it
properly - but only after youve got your teeth kicked
in a few times during the process of learning. This
Level Five Repair Session will quickly get you back
in one piece again, and fit to carry on.

Level Five Repair Session.


a) Stop doing Level Five exercises.

b) Run RI until no further change.


c) Timebreak all mental mass in view. If its
not PT universe mass Timebreak it.
Repeat b); then c). Continue to alternate
b) and c) until all has quietened down,
and there is no further change.
d) Return to Level Five.
This repair will always work for you. The trick is to
use it before you have to. Its like eating Allbran for
breakfast; if you eat it you never have to eat it.
The datum behind all this is: The only mistake on
Level Five is to leave a level while its still producing
change. (Over-run is not harmful at Level Five, for the
exercises are entirely creative.) But. And get this very
clearly. If RI needs running you dont spot that the
level is still producing change. And so you leave it.
Bingo! Very soon it all collapses round you, and you
are wishing that mum had given birth to anyone but
you. So when it all falls apart you just know youve
left a level before you should have done. After youve
done the repair you go back and find the incomplete
level. (It will stand out like a third ball on a
greyhound). Then you run it fully. Then you move on.
Until the next time it happens. But youre learning all
the time. Eventually you dont make this mistake. And
then Level Five runs like a well oiled dream.
So help me, there arent any other snags on Level
Five. Just keep your importances topped up,
Timebreak as you go, and youll win all the way. Its
very easy to get terribly significant about Level Five simple because youve got deep significances flashing
around you all the time, and its too darned simple to
reach out and grab one. (Old Mosman37 proverb: He
37

Mosman is a town near Sydney, Australia where


Dennis lived in 1978. it is named after abel Mosman
who settled there in 1838. The Aborigonies lived in

who grab at passing significances is running scarcity


of them; he should run RI.)
We now need to take up the sense, or meaning, of the
word must on the chart. With one exception the
meaning is got to; its a striving to make the
postulate effective. The only exception is at the
overwhelm levels. At the point of overwhelm must
means to the being overwhelmed cannot help but; it
echoes the failure of his postulate in the game. So
keep this in mind as you work through the levels.
Now we come to the question of what effect do we
use when running Level Five? We dont. We dont put
up effects at Level Five. We only Timebreak effects at
Level Five. At Level Five we only put up postulates.
The mind throws up the effects, which we Timebreak.
In this way we guarantee that we take the mind apart
in the exact manner that it is available.
At Level Four you experienced the phenomena of
taking bits from here and bits from there off your time
track while using the 8 classes of overwhelm; well, at
Level Five you will see the same phenomena
occurring. The mind comes apart easiest in the
sequence that it is available. This is not necessarily in
its temporal sequence. There is no reason why it
should come apart in a temporal sequence. Trying to
make it do so is merely trying to fit the mind into
someones preconceived idea of how it ought to come
apart. Its one of these pieces of fiction that was
dreamed up one day by a psychologist whod never
got closer to a mind than observing his guinea-pigs in
their cages. Because man is such a slave to time it
seemed reasonable, and everyone has been going
along with the idea ever since.

the are of Mosman for 40,000 years. I am not shure


which Old Mosman Dennis is referring to.

But it just wont do if you ever hope to get your mind


apart cleanly and efficiently. You just have to take it
apart in the sequence that its available. You just put
up the postulates, Timebreak everything that
shows up, then, when putting up the postulates
produces no more change, you move on to the next
level. Its as simple as that. In fact its so simple that
youll have to resist the urge to make it more
complicated.
When putting up these postulates dont be miserly.
Theres no shortage of them, you know. Churn out
as many of them as you need. If they fade out, then
create some more. Abundance is of the essence. Put
them where you like. Just make sure you keep the
self postulates separated from the others postulates
that is all.
Early on youll find that as one level goes null you
find yourself sliding into the next level on the chart.
Later this stops, and you have to do it all yourself.
This, again, is as it should be.
One final point. As you move from level 4b to 5a, and
from level 8b to 1a, you will feel a definite flip. This
is the valence shift that exists between these levels.
Early on it can be quite startling. Later you just note it
in passing.
Dont try and rush things at Level Five. Theres
always an urge to race round and round the levels rather like writing faster and faster so as to finish off
before your pen runs out of ink. Resist this urge. Null
each level as you go. One of the signs of over-run of a
level is boredom; its a sure sign that its time you
moved on. Youll soon learn to strike that happy
medium of leaving a level as soon as it goes null.
Always run RI between levels. If a level is still live at
session end, then pick up that same level again next

session. Start your sessions with plenty of RI, then


Timebreak out the days happenings, and off you go.
Youll find quite a number of incidents that showed
up at Level Three and Level Four showing up again at
Level Five. Youre just taking more off them, thats
all. Youll continue to do so until youve got the lot.
Then theyll Timebreak out completely and youll
never have them cropping up again. (These are the
stickers I mentioned back at Level Three.) Indeed,
very soon youll probably never even think of them
again. Theyll have no more significance to you than
the number of the bus ticket that you casually glanced
at that wet Wednesday night back in 1962.
Just keep going round and round that chart, level by
level, Timebreaking as you go, and running plenty of
RI, and youll make it to Nirvana. Remember: Theres
no place to go after Level Five. Theres no Level Six.
And dont get sidetracked into playing around with
other goals. To know is the granddaddy of them all.
All the roads lead back to the goal To know. So stay
on that one from beginning to end; and you get there
fastest. (It took me a year of research to discover this
truth, and theres no need for you to waste time.)
____ xx ____
And now, a final word about these practical exercises.
Dont become an exercise-fanatic. You wont get
there any faster by making a hermit out of yourself in
your urge to get there. Live your life too. Just fit your
exercises into your normal life; that is always the best
way.
Good Luck.
Dennis H. Stephens
Mosman NSW

Australia.
February 1978.

Addendum to Practical Section.

Level Five
The only additions to the existing Practical Section are
additions to Level Five. Nothing already written in the
Practical Section is changed in any way.
Do the practical exactly as given in the existing
Practical Section. Level One, Two, Three, Four and
Five.
Continue on Level Five with the To know package
while it continues to produce change. Never - repeat,
never - leave this package for a junior package while it
is still producing change. You may never have to
leave it, and it will take you all the way. It is the only
package that can do this.
If running the To know package on Level Five never
produces any change, then one of the following is
happening:
1) You arent running it properly. Check your
instructions.
2) Levels 1, 2, 3 or 4 are not properly run. Go through
them all once more from the beginning and complete.
Then return to Level Five.
The basic package, when correctly run as per Level
Five by a being who is ready and properly prepared to
run it (i.e. Levels 1, 2, 3 and 4 run until no more
change) will always produce some change. It is
usually considerable. There is no exception to this

rule. If the being is in this universe, and is ready for


Level Five, then Level Five run on the To know
package will always produce change when first
addressed. The reason for this is because no matter
what goals the person is functioning on in life these
goals must contain some conviction component
associated with them. Conviction is enforced
knowingness, and so the To know package will mop
up this charge.
The primary error on Level Five is to abandon the To
know package because it has never produced any
change, and go ransacking amongst junior packages
like a shopper looking for bargains at a sale. None of
the junior packages will aid you in the slightest until
you can make the basic package run for you. The fault
is not in the significance of the basic package, it lies in
the fact that either you are not yet up to doing Level
Five, or you are not running it properly. Get the basic
package running. Stay with it as long as it continues to
produce change. Only when the basic package is
running are junior packages run-able. To do Level
Five any other way is the royal road to making a cot
case out of yourself. You are already playing with
dynamite, so dont push your luck too far.
If the To know package ceases to produce change
after having produced change, then select another life
goal that interests you. Interest is always the keynote
that determines the selection of a junior package. It
takes precedence over all other types of assessment. If
a goal is of no interest to you then dont waste time
addressing it, for it will not help you. Later you may
become intensely interested in this goal. Then is the
time to address it.
Preference should be given early on to the tested list
of junior life goals given in the Theory Section. Its a
very comprehensive list, and one or other of these are
usually of considerable interest to most beings. This

list also has the advantage of having been tested and


proven out as life goals. There is really no need to
ever look outside this list, but you are, of course,
entirely free to do so.
However, the following rule must be observed:
Always look up the meaning of a goal in a good
dictionary before addressing that goal.
The reason for this is obvious. If you have an offbeat
understanding of the meaning of the word you can
very easily turn a good life goal package into an
intensely destructive non-life goal package. E.g. If you
believe that To control means to hit over the head
with a hammer then you should order your coffin and
have it ready before you address the To control
package. The meanings of the list of junior life goals
given in the Theory Section are as per the Oxford
English Dictionary. They are only life goals when
defined as such.
Next, formulate your junior goal into a package. I
have given you the complementary and opposition
goals for the tested list, and they are correct. When
doing it for other goals take great care. First,
thoroughly ensure that the goal is a life goal. Does it
in any way oppose the goal To be known? If it does
its a non-life goal and cannot be used. The rule here
is, When in doubt dont play with the goal as a
therapeutic tool. Its far better to be safe than sorry,
for we have no shortage of tested life goals for you to
address. Many goals at first glance appear to be life
goals, but further examination reveals them to be nonlife goals. Check the opposite (not the opposition) of
the goal. Is that a life goal? If it is, then the goal you
have in mind is very probably a non-life goal. But the
basic test is always: Does the proposed goal in any
way oppose lifes basic urge in the universe: To be;
To Exist; To be Known? Does it prevent others from

being, from expressing themselves? Does it help


others? Does it enhance others? If it passes all of these
tests it is probably a life goal, and is usable. But you
still wont be certain until youve tested it.
Next, is the proposed goal within one of the tested
goals listed? Or is it a synonym for one of these goals?
E.g. To possess is a life goal, but its a synonym for
To own. Use the To own package, which has been
tested. E.g. To grow. This is a life goal, but it is a
system of creating. Run the To create package. E.g.
To survive. This is a life goal, but its an expression
of To be known. Run the basic package.
Having selected your junior goal, formulate it into a
package. Ensure that the complementary legs are
indeed complementary, and that the opposing legs are
exact oppositions. To complement means to complete.
Thus, a complementary goal completes or fulfills its
twin. Its always an exact fulfillment; never
approximate. If the fulfillment is not exact you are
cross-packaging, and the package will never erase.
Check it out thoroughly with a good dictionary before
proceeding - unless you like to spend six months
grinding away at an un-erasable package. Crosspackaging is very dull, particularly when it can be so
easily avoided before you start. (Cross-packaging may
be good business for psycho-analysts, but its a curse
for anyone who wants to get anywhere.)
The anatomy of a goals package can be very precisely
stated:
a)
b)
c)
d)

Let the goal be denoted by x.


Let the complementary goal of x be denoted by y.
Then the opposition goal to x is (1-y), the negative of y.
Then the opposition goal to y is (1-x), the negative of x.
The universe of the goals package is given by:

xy + x(1-y) + y(1-x) + (1-x)(1-y) = 1.

Unless any restrictions are added, the universe of the


goals package is co-extensive with the real universe.
Logic is the science of reason. I only mention it here
because of the fact that as games become
progressively more compulsive with a being his
behavior becomes progressively more illogical. Also
his regard for the subject of logic itself steadily
lessens, until he eventually considers the subject to be
both useless and incomprehensible. Thus, a person in
a highly charged games condition will have a terrible
time trying to study logic; he will endlessly burn the
midnight oil trying to grasp even its most fundamental
axioms, then, failing, will refute the whole subject.
Yet such a person, once relieved of the compulsion to
play games, will naturally lead his life in a logical
manner - quite independently of any cognizance of the
subject of logic itself. Then, once again discovering
the subject of logic, will find it to be a very simple and
obvious subject, and may even wonder why so many
other people find it both awesome and
incomprehensible. Its entirely a matter of the
compulsion to play games. You see, games are not
reasonable. They are fun, but they are not reasonable.
So as they become more and more compulsive, the
subject of reason itself becomes more and more alien
to the being. Thus, this is also the entire subject of
insanity.
The rule of thumb about the opposite (not the
opposition) of a non-life goal being a life goal is not
invariable, and will sometimes let you down. Some
goals and their generally accepted opposites will both
be found to be non-life goals. This is true of the whole
class of goals which arbitrarily compartmentalize
things - i.e. goals which divide life into arbitrary
classes. E.g. To be within and To be without; To

be for and To be against. These classes are not


natural classes, and only stem from games play. Thus,
both the goal and its opposite are restrictive upon life,
and are opposed to the full expression of the To be
known leg of the basic package. The compulsive
games player is always trying to convince you that
you must either be for him or against him. This is not
a complete statement of the choices, or options, that
are available to you, for you can also be both for him
and against him, or neither for him nor against him.
The fact that he cannot grasp this reasoning is only
indicative of his compulsion to play games, and in no
way limits your full freedom of choice in the matter.
Thus, all goals which arbitrarily compartmentalize life
are non-life goals. There are many of them, and when
searching for junior packages its very easy to
inadvertently fall foul of this class of goal. But youll
know all about it as soon as you try and run the
package: you find yourself on a very slippery slope
that leads to the graveyard.
Having formulated your life goal package, you run the
package exactly as you would run the To know
package. And I mean exactly. No variations
whatsoever are allowable - not by me, but by the
fundamental nature of this universe. And that means
all the extras, like RI as indicated. Everything you
know about running the basic package also applies to
the running of junior packages. You take the whole
technology, en bloc, and apply it to the junior
package. Junior packages wont come apart if
addressed in any other manner. I know, because Ive
tested all possible variations, and the only way junior
packages come apart is when addressed in the same
manner as the basic package. You enter the package at
the same point, and you leave it at the same point as
you do the basic package. Thats it.
One of the following will occur:

a) The package is nulling. Good. Keep on with it and


shoot for erasure. Never leave a package which is
nulling, and therefore producing change.
b) The package erases. The effect here is the complete
vanishment of the package. All the conflict (charge)
between the legs of the package vanishes. The
package is now strictly ho-hum. Get off it. Dont overrun it hunting around for charge that is no longer
there. That is just being dull. Leave it at the point of
erasure. When they erase you always know it. Theres
never any doubt. Its gone. You can wave that one
good-bye forever. You couldnt even put the charge
back into the package if you tried. Go back to the
basic package.
c) The nulled package stops producing change without
erasing. Good. Get off it and go back to the basic
package. Theres no more benefit to be gained by you
at this time by further address to the package. Dont
worry, it will come out in the wash. Youve done all
you can do at this stage with that package. The
chances are that it will now erase of its own accord
while you are addressing the basic package. Never
grind away at an un-erasing package.
d) The package suddenly collapses upon the
realization that its really within the basic package.
Good. Get off it. Its now a dead package. Go back
to the basic package. All the residual charge on this
junior package has now transferred to the basic
package, where it truly belongs. Never play with
collapsed packages. Its a complete waste of time.
e) The package doesnt null. It just grinds on forever,
never producing any change, never doing anything at
all. You are cross-packaged. Check your package legs.
Get out your dictionary. If you cant spot the crosspackaging, and therefore cannot make the package
null, then get off it and return to the basic package.

Never waste time with crossed-up packages. Your


whole mind is a vast crossed-up package - which is
why you are holding it in suspension trying to figure it
out. Crossed-up packages can never erase; they just sit
there forever all crossed-up. Go and give the package
to a psycho-analyst; they love them, and spend their
whole lives playing with them.
f) The package is slowly killing you; the birds are no
longer singing in the trees; life seems to get more and
more solid and desperate; your space starts to cave in
on you; you see brawny men in little white jackets
observing you furtively from around corners; your
body feels as if its about ready to step into a coffin - if
you had the energy to go and find one. No, its not a
vitamin deficiency that ails you. You have found
yourself a non-life package. Get off it now. Get back
onto the basic package and start repairing the ravages.
Dont feel embarrassed about it, for it happens to the
best of us who walk this path. The only good thing
about running a non-life goals package is that it
instills a healthy caution about goals packages in
general, and you rarely make the same mistake twice.
If it werent so intensely non-therapeutic Id
recommend it as an integral part of any beings
education in this subject.
g) The package is very heavy, and knocks you about
badly as you work with it. Yet the package is slowly
nulling. Youve found yourself a hot package. If at all
possible stay with it until no more change, then return
to the basic package. But if you do have to abandon it
because its too heavy, you must be prepared to return
to it one day and null it. Youll never be entirely free
of it until you do so. It will stick in your craw as a
failure until you finally lick it.
Theres never any difficulty in differentiating between
a heavy package and a non-life package. The non-life

package is insidiously destructive; its bad effects are


slow and progressive, never startlingly painful. The
heavy package will hit you - bang! - as soon as you
address it. Your whole mind can light up like a pinball
machine, with energy flying all over the place. You
can feel like a twig in a storm. Its strictly Whee!!...
Yet as soon as you return to the basic package the
fireworks are rapidly mopped up, and all is quiet once
more.
We can see, then, that whatever the outcome of
working with a junior package, the next step is always
to return to the basic package and re-null it. Why?
Because any address to a junior package changes the
breadth of your understanding of the subject of
knowing, and thus permits more charge to be nulled
from the basic packages.
The basic package also has this quality: It has the
power to straighten out any difficulties you encounter
with junior packages. It is the only goals package that
possesses this quality. Remember this, for it may save
your life one day. It saved mine in the early days of
researching junior packages, when I fell foul of a nonlife package. This is one of the reasons why you have
to null the To know package before addressing
junior packages. Until the basic package has been
nulled, and you realize its potential, you are adrift in a
vast sea of significances called life.
The To know package is always your life raft:
something you can return to and get things
straightened out once more. It will never fail you.
One certain way to come a nasty cropper38 on the
subject of goals packages is to ignore the basic
package completely, and start wandering around the
junior packages, a nibble here, a bite there. Such a
38

To come a cropper- to fail; be struck by some misfortune

dilettante attitude would show a profound ignorance


of the nature of the mind in general, and of the basic
law of this universe in particular. And the person
could easily pay for it with their life or their sanity.
When we are addressing goals packages we are
addressing the very stuff of which the mind is
composed; the very building blocks of sanity itself. To
treat them with less than the respect they deserve is to
only court the disaster that will inevitably follow.
Any person reading this who, without addressing
Levels 1, 2, 3 and 4, and thoroughly nulling them,
proceeded to compose and address junior packages at
Level 5, is best advised to do so while sitting in a
padded cell wearing a straight-jacket. For that is
precisely where he belongs, and where he will most
certainly stay. I mean it. We are not playing patty cake
here at Level Five - and particularly Level Five of the
junior packages. The whole subject is booby-trapped,
and full of yawning chasms for the unwary. Until you
get that basic package running for you, and you wont
until Levels 1, 2, 3 and 4 have been properly nulled, I
can assure you that you are a lamb going to the
slaughter when you start playing with junior packages
at Level Five. Yet once you have that basic package
running for you, and you have nulled it as far as you
possibly can, you can pick your way through the
minefield of the junior packages with relative
impunity, for you always have the basic package to
fall back on and straighten things out once more for
you. Oh, youll get your feathers singed and your fur
ruffled more than once en route. That is inevitable.
But youll get there. Which is something youll never
do without the basic package running for you. I trust
you get the message. I kid thee not. And theres
nothing in it for me to be less than totally honest with
you.
The only reason we ever run a junior package is to
permit the basic package to be once more run

gainfully. Dispel any ideas you may have that there


are any hidden secrets of life deeply buried amongst
the junior packages, only awaiting your arrival with
the key to unlock them. Theres nothing in any of
them which isnt also in the basic package. But you
dont believe this. So youll have to address junior
packages in order to find out that it is so. If you knew
this, the basic package would never go null on you,
and you would never have to run a junior package.
These junior significances only got into life as the
result of games play. Later they became importances
in their own right. To some they have become all of
life. Once this stage is reached the junior significance
has to be addressed in its own right before the person
can again realize that it always was a part of the basic
package all along.
So after addressing a junior package your next step is
always to return to the basic package. And there you
stay as long as the basic package continues to produce
change. If it once again goes null, then select another
junior package that interests you and repeat the
procedure Ive indicated. Then, whatever the outcome,
back you go to the basic package once more.
Theres no need to knock yourself about unnecessarily
trying to null hot junior packages. Theres no medals
being given out for bravery in the face of the
opposition legs of a goals package. If its a mite too
hot to handle right now, then leave it and return to the
basic package. Just note that junior package down for
future reference, that is all. Then, one day when you
are feeling real chirpy, you can nip in and erase or
collapse that troublesome junior package once and for
all.
As you progress along the route as given you will find
yourself more and more working with the basic
package, until eventually the merest sniff at a junior
package is sufficient to erase or collapse it. After this

you have to stay on the To know package - simply


because its the only package that does anything for
you. As this is the basic package, this is exactly how it
should be. If anyone had asked you what the basic
package was at the time you came into this universe,
you would have thought him a little bit mad to be
asking such a ridiculously simple question. Its
obviously To know. Why, the basic law of this
universe clearly states that...
The subject of junior packages is complete in therapy
when, and only when, the being is utterly certain that
any purpose in life is a method of achieving one or
other of the legs of the basic package. This is not
merely an intellectual certainty - something which I
tell you, and you believe because my reasoning seems
sound. It is something you must discover for yourself.
The only way to discover this is to run junior
packages. Then you will know it is true. Then, and
only then, will you be free of the junior packages.
When the job is done youll know that the To know
package is basic. Until the job is done youll still have
lingering doubts in the matter, and these doubts will
halt your progress right there.
The junior packages have an entrapping influence in
their own right, quite independently of any games you
may play with them - simply because they are junior
packages, and not basic. The only way out of the
entrapping influence of the junior packages is through
them. You came in this way, and you go out in the
reverse way that you came in. Then you will see them
for what they are - methods of knowing, not-knowing,
making known and making not-known. They are
methods, or systems, of knowing, brought into
existence by reason of games play within the legs of
the basic package. Once free of them youll never
need to address them again in therapy. From that point
onwards youll only work with the basic package, for
there is nothing else left with which you can work.

Undoubtedly, for many beings the erasure or


collapsing of the junior packages will be the most
difficult part of Level Five. Its entirely a matter of
how much you have convinced yourself and others
that there is more to life in this universe than the
subject of knowing. There isnt, and so you will have
to take these lies apart. The doing so is all the strife
you will encounter on the subject of junior packages
in therapy. But once this has been done the rest is
easy. All the booby traps and minefields are on this
subject of junior packages. Once free of them, the rest
is good roads and good weather.
Clearly, the time has come for us to subdivide Level
Five.
5a. The nulling of the To Know package.
One only leaves this step if the basic
package ceases to produce change. It
may never cease to produce change, in
which case one stays on 5a until the
basic package erases. This will be true
for a percentage of beings who do these
exercises.
5b. The erasure or collapsing of junior
packages.
The whole purpose here is to address
junior packages with a view to collapsing
or erasing them. There is no other
purpose. While junior packages are
alive in their own right the basic
package may be inhibited from erasing.
This step is complete when all junior
packages have either been collapsed or
erased. (The non-life packages, being
within the life packages, will also
collapse or erase.) When this has been

accomplished the basic package may


now run to erasure. If it again goes null
and ceases to produce change before
erasure occurs it can only mean that the
being is trapped within some junior
universe that is inhibiting the erasure of
the basic package. So step 5c is
indicated.
5c. The erasure of junior universes.
A junior universe is a universe that is
totally within the physical universe.
All junior universes are co-extensive
with the physical universe.
All junior universes are within the To
know basic goals package.

Examples of junior universes are cats, kings and coal


heavers. Any class of identities or objects are within
the class of junior universes. All junior goals
packages, whether life or non-life, are within the class
of junior universes.
It is necessary to clearly grasp at the outset that any
junior universe is co-extensive with the physical
universe. The physical universe can be divided into
any concept (object) and its absence. Thus, the sum of
the class of cats and the class of non-cats is coextensive with the physical universe. The physical
universe does not consist of cats, non-cats, and sundry
other things. It only consists of cats and non-cats. A
being playing games with cats can be bothered by
cats, or be bothered by the absence of cats (the
presence of non-cats).

While we consider the class of a junior universe to be


co-extensive with the physical universe it is possible
to erase (vanish) its influence upon the being, and
return to the being his full freedom of choice
regarding the junior universe. While not so considered
it is not possible to erase junior universes. E.G. Cats
are a part of the physical universe, but the class of cats
and non-cats is co-extensive with the physical
universe. As we cannot erase cats from the mind
without also addressing and erasing the subject of
non-cats from the mind, we are bound to address the
whole junior universe of cats - which is co-extensive
with the physical universe. Re-read this until you fully
grasp it, for it is vital to an understanding of what we
are doing at step 5c.
It is not practical to address the subject of junior
universes until the subject of junior goals packages
has been resolved (step 5b.). This is because the
address to junior universes triggers junior goals
packages which, while alive in their own right, inhibit
the action of the basic package. An example will
clarify this. A possible junior universe is that of a
controller. Clearly, a controller controls. While the
To control package is still un-erased or un-collapsed
the junior universe of a controller will not be
amenable to an address by the To know package.
The first step is to collapse or erase the To control
package. Then, and only then, can the junior universe
of a controller be successfully erased by the basic
package. The junior universe of a controller cannot
be cleanly erased by use of the To control package,
for the To control package is itself a junior package,
and is totally within the basic package. A junior
universe may utilize many junior goals; until these
have been either collapsed or erased at step 5b, the
junior universe is clearly not amenable to an address
by the basic package.

To address junior universes while junior goals


packages are still alive in their own right is therefore
futile. The being rapidly drowns in a sea of unresolved
junior goals packages, and gets nowhere. However,
once this matter of junior goals packages has been
resolved the junior universes will be found to erase
cleanly when addressed as a part of the basic package.
You will recall my injunction in the earlier Practical
Section regarding the putting up (creation) of specific
effects at Level Five (now Level 5a). I was aware then
that there was something inhibiting the indiscriminate
use of the basic package regarding specific effects, but
hadnt clearly isolated the factors involved. The
inhibiting factor was junior goals packages. This has
now been overcome at step 5b, so at step 5c we are
free to use the basic package as broadly or narrowly as
we desire.
The being becomes trapped in junior universes as the
result of games play. Its exactly the same mechanism
that entraps him in the physical universe itself. When
we examine the basic package regarding an effect we
see it goes from the knowing creation of the effect
down to the enforced knowing of that effect. Just how
much can a being be forced to know an effect? He can
become the effect. This is not the being consciously
deciding to be something, but being forced to be that
thing against his choice. E.g. One can injudiciously
play games with bodies until one is forced to be a
body, and has totally lost ones freedom of choice to
not be a body. This is also true of inanimate objects,
and other life forms. Many a compulsive fisherman
ends up with a remarkable physical resemblance to his
quarry, and is found to be totally within the universe
of a fish - complete with the open and closing mouth.
So the being, by reason of compulsive games play,
ends up unknowingly trapped within the masses and
spaces with which he plays. He is now totally within a
junior universe which itself is totally within the

physical universe. And, as entrapment proceeds, this


process continues forever. The being, now trapped
within a junior universe, plays games in that universe,
and in turn eventually becomes trapped in junior
universes within the junior universe. The fisherman
first becomes a fish then becomes a dead fish. (Dead
fish are within the universe of fish.).
Thus, individuation progresses, and the being becomes
progressively more compartmentalized. Is there no
limit? No. One either plays games in this universe
while cognizant of ones basic spiritual nature and the
basic law of the universe, or one becomes more and
more trapped within the universe. The easiest way to
become trapped in any game is to try and play it in
ignorance of the rules, and of ones basic nature as
a player of games. It is futile to blame the universe
for trapping one, for that will only trap you within
it further. One became trapped by ones own
ignorance. Recognize that and you can get out of
the trap.
Once trapped within a junior universe the being takes
on the characteristics of that universe - its behavior,
and so on - and finds it next to impossible to recognize
that he is in such a universe, or to reason outside the
values and parameters of that universe. E.g. A being in
the universe of a material object would find it next to
impossible to conceive of life as being of a spiritual
nature. He would only see it as being within the
confines of the object in which he is trapped, while
remaining ignorant (unaware) of the fact that he is
trapped within the object. It would be futile to discuss
spiritual matters with such a being, for he is no longer
capable of grasping the subject under discussion.
However, he would be able to converse intelligently
on such subjects as impacts, having pieces chipped off
one, etc., for these are all very real things in the junior
universe of the object in which he resides.

We can see, then, that entrapment in a junior universe


can very easily prevent the basic package from
erasing. Indeed, once the subject of junior goals
packages has been resolved, it is the only thing that
can prevent the erasure of the general To know
package, and the regaining of full freedom of choice
regarding the physical universe and its parts. Thus,
step 5c is the last step, and any future improvements
can only be in the selection and mode of address to
this subject of junior universes. However, we have an
enormous latitude within which to act at level 5c, and
any future improvements to the procedure can only be
marginal.
The subject of valences, used in the earlier Practical
Section, is totally within the subject of junior
universes. (See glossary for definition of the term
valence.
A junior universe is addressed by the addition of a
noun representing that junior universe to each of the
legs of the basic package. This limits the basic
package to the junior universe in question. It changes
the basic package from a general tool addressed to the
whole of life and the physical universe, to a precision
tool for the erasure of a junior universe. E.g. By the
addition of the word cats to the basic package it
permits the package to be limited to the universe of all
cats.
This limited goals package is erased in the usual
manner. In the case of cats it would be erased from the
level of Forced to know cats up to the level of Cats
Forcing to know.
The basic package in its limited form is addressed
exactly as it is in its general form. No changes in the
mode of address are permitted. Junior universes do not
erase if you change the mode of address to the

package. This rule is the same as the rule about


addressing junior goals packages.
In this universe the particular is always within the
general. E.g. A particular cat named Snoozer is a
junior universe within the junior universe of all cats.
Within the junior universe of Snoozer the cat we find
the junior universes of Snoozers fur, Snoozers paws
etc. If a being is in a compulsive games condition with
Snoozers paws, then by an application of Level 5c he
can free himself from this junior universe. However,
such a being would find it extremely difficult to erase
the whole junior universe of Snoozer from his mind.
For such a being to attempt to erase from their mind
the class of all cats would be clearly impossible at
their current level of ability. They would just be
walking themselves into a failure. The correct route
for them would be to first erase the universe of
Snoozers paws, then to erase the whole universe of
Snoozer, and only then to embark upon the erasure of
the whole class of cats.
So the general rule governing the erasure of junior
universes is:
If a junior universe is difficult to erase, then select
a junior universe within that universe to erase first.
If you proceed in this manner you will get there. To
attempt to grind away at junior universes that are not
readily erasing is not only a waste of therapy time, but
is to walk yourself into failure. If a junior universe is
not erasing them it is too heavy for you right now. Get
inside it and erase something you can handle easily.
There is nothing else involved at the level of 5c. All
other possible facets have been resolved in the earlier
steps. If the junior universe is not erasing readily then
its too heavy for you right now. So get off it, and
work with something you can erase. Dont waste time

hunting round for the reasons why of it. Ive just given
you the reason why its too heavy for you right now.
Junior universes, like junior goals packages, are
selected on the basis of interest. No other
assessment is required or indicated. If the junior
universe interests you it is erasable - eventually.
However, you may have to get inside it first. In other
words, its possible to be interested in a junior
universe that turns out to be a fair bit tougher to erase
than you currently believe. Of course, you wont find
this out until you try. So the following procedure is
recommended.
1) Select your junior universe.
2) Formulate your goals package.
3) Run the goals package.
If the junior universe erases, fine. Get off it
at the point of erasure, return to the general
basic package and re-null that once more.
Then, if the general basic package once
more goes null before running to erasure,
select a new junior universe.
4) If the junior universe doesnt easily erase,
then leave it. Never grind away on an unerasing package. Thoroughly run RI. Then
return to the general basic package and renull that.
5) Select a junior universe that is within the
one you just failed with.
6) Do steps 2) and 3) on this universe.
7) If it doesnt erase readily, do step 4) on it.

8) If it erases readily complete step 3), then


return to the one you failed with earlier.
9) Continue this procedure until you have
succeeded in erasing the universe you set
out to erase in the first instance. Once you
select a junior universe you are going to
erase it - eventually. Never leave a
universe in failure. The moral is to pick
easy ones at the outset! A quick and easy
erasure is what you have your sights set on
every time. That way you get there fastest.
Nothing succeeds better than success.
There are no medals being offered for
bravery in the face of a tough junior
universe.

At first on level 5c there is nearly always a tendency


for the being to bite off more than he can chew, so to
speak. However, after a few tears and selfrecriminations, you rapidly come to grips with your
true strength if you follow the above procedure. My
best advice to anyone starting Level 5c is to err on the
side of cautiousness in the selection of your first
junior universe. If you reckon you can handle all of
Snoozer the cat, then set out to erase his whiskers. Its
quicker in the long run.
There is only one other factor to mention. This is the
subject of over-running the point of erasure. Here the
being misses the point of erasure and goes on trying to
erase a junior universe that is already erased. Clearly,
you can never erase a junior universe that has already
erased. But you can go on trying forever! I mean it.
Dont fall into this trap, for its very dull. When a
junior universe erases you always feel it go. Suddenly
- flip! Its gone. The whole universe has vanished
from your mind. Once its happened to you youll
recognize it. Its a unique experience. (It gives the lie

to those who say that once an impression is made in


the mind it is there forever. They only say that
because they havent got the faintest idea how to go
about erasing things.) The point of erasure is the
precise moment to leave that junior universe. Dont
waste time trying to find out where its gone to. Its
gone. Its erased. It no longer exists in your mind. Its
a good idea to run RI at the moment of erasure - to fill
the vacuum created by the vanishment of the mass.
If you suspect that youve over-run, then do the
following.
1) Ask yourself, Has this universe erased? Am
I over-running?
2) Run RI.
3) Repeat 1) and 2) until you are certain one
way or the other.

You can never discover over-run by continuing to try


and erase the package.
That is the wrong way to go about it. The correct way
is steps 1), 2), 3) above.
This data about over-run is general to all your therapy
on these exercises, but its mainly applicable to Level
Five where erasure commonly occurs. The above three
steps will pick up over-run, if it occurs, at any level of
your therapy. The phenomena of over-run is always
repaired by 1) Discovering that over-run has occurred.
2) Running RI. These two things are sufficient and
necessary to do the job. All else is superfluous.
Is it possible to avoid over-run completely? Yes.
Theres no need for it to ever happen. The entire
secret of avoiding over-run is to run sufficient RI at all
times during your therapy. Then you wont miss the

point of erasure, and you wont over-run. Its awfully


simple. Over-run only occurs in a state of depleted RI.
Only then is it possible to miss the point of erasure,
and go sailing on trying to do the impossible - trying
to erase that which is already erased.
Whatever the outcome of addressing a junior universe,
the next step is always to return to the general basic
package and renull it. You may never have to leave it
again and it will run straight on out to erasure.
As with Level 5b, the general basic package has the
power to straighten out any difficulties you may get
into while erasing junior universes. Learn to use it if
and when you feel yourself being backed up into a
corner while trying to erase junior universes. You can
bail out at any time, and repair the ravages with the
basic general package.
Junior goals packages, both life and non-life, are
junior universes, and are therefore erasable at Level
5c. One merely converts the verb of the package into a
noun, then formulates the limited basic package just
like for any other junior universe. However, non-life
goals are within life goal packages, so the fastest way
to erase them is to address and erase the life goals. Its
an error at Level 5c to spend a lot of time on non-life
goals - simply because the time is better spent erasing
the junior life goals. One junior life goal may contain
a thousand non-life goals within its package. Erase
that and youve erased all its non-life goals too. I
trust you get the message. An example is the goal To
eat. The noun form of the verb to eat is eating. Thus,
eating becomes the subject matter of this junior
universe. Erase this junior universe and youve erased
all the non-life goals with the To eat package. These
include such things as vomiting, poison, and a host of
others. Work with the life goals at Level 5c and you
get there fastest.

The junior universes of junior goals contain very little


mass, or substance, in themselves (All the mass is in
the junior goals package at Level 5b), and are entirely
concepts. Therefore, you will find that you will need
to run a lot of RI to erase them successfully. They
should not be attempted early on. You do much better
early on addressing junior universes that contain
visible mass. E.g. Snoozer the cat is a thing of
substance; he is not just an idea, or concept. Of
course, before a junior goal can be addressed at Level
5c, its package must be collapsed or erased at Level
5b. To attempt to address it at Level 5c while the
junior goals package is still alive in its own right is
merely to court failure. The junior universe will just
never erase. Level 5c is not a substitute for Level 5b.
Nevertheless, the final erasure of any junior goals
package or concept from the mind is achievable at
Level 5c. Indeed, its not until Level 5c is reached that
such a total erasure can even be contemplated. When
we address a goals package at Level 5b we are erasing
or collapsing the goal as a method of achieving the
legs of the basic package. At Level 5c we are erasing
the subject matter of the goal as something that can be
known etc. There is a difference. E.g. A person may
have a compulsion to eat. Only after this compulsion
has been resolved is it possible to erase the whole
subject of eating from the mind, and to return to the
being his full freedom of choice in the matter.
We only address junior universes in order to permit
the general form of the basic package to be run
gainfully. Indeed, the whole purpose of Levels 5b and
5c is to achieve this state of affairs. Levels 5b and 5c
are only to permit Level 5a to run - to permit the
general basic package to run to erasure. 5b and 5c are
only means to this end. Neither of them are an end in
themselves. You came into this universe on the
general basic package, and you can only go out of this
universe on that same package. All else are methods
of getting the job done.

Before going on to give you a list of junior universes,


Id like to mention a specific application of this
technology at level Five. Mankind has always been
bothered by the subject of sex. Its essentially a bodily
function for the purpose of reproducing the body
which, as everyone knows, does not live forever.
People also eat and breathe. Yet people are generally
more bothered with this subject of sex than they are
with the subjects of eating and breathing. Why?
Whole libraries of books have been written on this
subject. Freud based a whole psychotherapy upon it.
Yet all have seemingly missed the obvious fact - a fact
which only becomes clear when the subject of sex is
addressed in the light of logic, and what we know
about games.
To illustrate this matter Id like to tell you a story.
Back in the middle ages there was once a very small
and isolated town in Spain. The town was a complete
kingdom, and had little contact with the outside world.
One morning the King, who was always clean-shaven
and immaculately dressed, got fed up with seeing the
men of the town walking around wearing scruffy
beards. So he promptly issued an edict, which was
pinned up in the town square. The edict stated:
Henceforth, all the men of this town, on pain of
death, will be clean-shaven. All those, and only those
who dont shave themselves will be shaved by the
town barber. That afternoon the town barber read the
edict - and promptly went insane. Why? Because he
couldnt obey the edict. If he shaved himself he would
be being shaved by the town barber, and the edict
stated that only those who dont shave themselves will
be shaved by the town barber. And if he didnt shave
himself he would have to be shaved by the town
barber - himself. So he went insane. Fortunately, the
story has a happy ending, for the King, upon hearing
what had happened to the town barber, issued a
special royal dispensation permitting him to both
shave himself and be shaved by the town barber. The
barber immediately regained his sanity, returned to his

- by now - overflowing barbershop, and resumed his


occupation.
Those of you who are familiar with the subject of
logical paradoxes will recognize the famous paradox
of The Barber of Seville in the above. But what has
this got to do with why mankind is endlessly bothered
by the subject of sex? Everything.
If the human body were hermaphrodite (bi-sexual)
man would have no sexual problems. His body would
merely reproduce itself from time to time, and that
would be an end to it. But the human body is not
hermaphrodite. It comes in two genders: male and
female. Thus, there are two junior universes called
masculinity and femininity. And that is where the fun
and games - and the problems - start. The spiritual
being, upon assuming a body, is placed in an either/or
situation: he can either be male, or be female. He is
like the unfortunate barber in the story. He cannot
easily be both male and female. The full freedom of
choice between male and female is one or other of the
following classes: 1) Both male and female; 2) Male
but not female 3) Female but not male; 4) Neither
male nor female. This exhausts all the possibilities.
But the gender of his body tends to fix him in either
class 2) or class 3). Classes 1) and 4) are not readily
available to him. While as a male, he cannot easily
understand a female; while as a female, she cannot
easily understand a male. Logically speaking, the
classes of male and female in humans are
disjunctive39: its an either/or situation. And this is the
root cause of mankinds sexual difficulties.
As a male, he soon starts to get opposed to females,
and vice-versa. Very soon he is in a terrible state on
the subject, for the two genders are not intrinsically in
opposition to each other. You end up with a classic
39

a compound proposition that is true if and only if one and


only one of a number of alternatives is true

case of cross-packaging. We find the male desperately


asserting his masculinity, while heavily suppressing
any feminine characteristics in his personality, and
vice-versa for the female. The whole subject soon
takes on the quality of a nightmare, and becomes one
big unsolvable problem. And it stays this way until the
being regains his full freedom of choice to occupy, at
will, any one of the four classes available to him on
the subject. The barber in the story only became sane
when he could both shave himself and be shaved by
the barber. Spiritual beings running bodies with two
genders only become sane on the subject when their
full freedom of choice regarding the four possible
classes are restored to them.
And that, in a nutshell, is the cause of mankinds
sexual difficulties. His body gender restricts his
freedom of choice in the matter, until even his very
sanity can become lost. Theres nothing else involved.
You cannot only be a male and not a female, or a
female and not a male, and be sane on the subject of
sex. There is also the class of being both a male and a
female, and the class of being neither a male nor a
female. These classes, being resisted, must sooner or
later catch up with you and overwhelm you. Sanity
lies in the direction of being able to occupy any one of
the four classes at will. Only in this way can the
compulsive games condition that sex becomes be
resolved.
The full resolution of sexual difficulties cannot be
attained until Level Five is reached. Levels 1 to 4 can
bring relief, but never full erasure. The steps for a full
resolution at level Five are:
1) The erasing or collapsing of the To sex
goals package at Level 5b.
2) The erasure of the junior universes of
masculinity and femininity at Level 5c.
The achievement of this step may, or may

not, involve the erasure of the junior


universes of male bodies and female bodies,
and of sex as a sensation.

Thousands of books have been written on the subject


of sex. I thought it might be useful to fill a page telling
you how the subject can be erased once and for all as a
specific application of our Level Five technology.
Sex is a classic example of a compulsive games
condition. The compulsive games player is always
trying to convince you that you must either be for him
or against him. In sex, this becomes being either a
male or a female, with one opposed to the other. Yet
they are not opposed - as any person who has been in
love with a member of the opposite sex can tell you.
There are many examples of this restricted freedom of
choice that comes about by reason of games play to be
found in life, but none of them match sex for the sheer
hell that can result when that game really begins to
charge up. Our insane asylums are full of its victims.
And this is how you take it apart. Once resolved, you
are only left with the sexual desires of your body.
These are quite placid, and satisfying them is no more
onerous than satisfying its needs on the subject of
food and drink. When you do so your body purrs like
a great big pussy cat. The body, regardless of its
gender, has desires on the subject of sexing and being
sexed. This may come as a surprise to those who have
yet to erase the To sex package, but its well known
in Freudian psycho-analytic theory. They just never
had an effective means of resolving the compulsive
games condition. That is all. While the subject of sex
is highly charged the being enforces his own peculiar
games compulsions upon his body. This, in extreme
cases, can lead to its demise. The body is always much
healthier when its lord and master is no longer in a
compulsive games condition on the subject of sex.

Any list of junior universes is, of course, a list of


every class of things and ideas to be found in the
universe. Such a list is only useful if compiled in a
rough sequence of increasing difficulty of erasure.
Even allowing for the differences between beings on
this planet at this time, the following list will be found
useful.
Mothers. Fathers. Relations. Friends. Associates.
Clothes. Food. Excreta. Body parts. Male bodies.
Female bodies. Baby bodies. Pets. Animals. Birds.
Fishes. Insects. Bacteria. Plants. Robot bodies.
Machines. Valuable masses. Important masses.
Large masses. Energy sources. Energy. Gases.
Emotions. Sensations. Time. Space. Games. Death.
Spirits. Gods. Life.
The junior universes of the main life goals are:
Knowing. Creating. Loving. Admiring. Enhancing.
Helping. Feeling. Controlling. Owning. Having.
Eating. Sex (plus Masculinity and Femininity).
Some common non-life goal junior universes that may
need address are:
Degradation. Blame. Destruction. Drugging.
There are a number of general life concepts that also
may need address. They include:
Freedom. Honor. Courage. Beauty. Truth. etc.
Again I would remind you that junior universes are
only selected on the basis of interest. Interest takes
precedence over all other methods of selection. If a
junior universe interests you at Level 5c then it is
erasable by you - eventually. However, you may first
have to erase junior universes within that universe.

Take things steadily on Level 5c. Far better a series of


easy erasures than to grind away at a junior universe
that is too heavy for you right now. Always return to
the general basic package after addressing a junior
universe, regardless of the outcome. One day you will
return to the general basic package and it will run out
to erasure. The job is then done.
Those who read this work and, resisting the
temptation to sit around and talk about it forever,
actually do the exercises and discover that they work
just as described, may care to mention the fact to
others including their children. Then if we so desire,
and if we work at it, we will be able to create a
civilization on this planet of which we can be truly
proud. The choice is ours.
Dennis H. Stephens
Mosman. NSW. Aust
Sept. 1979

Addendum to Theory and


Practical Sections.
This universe only consists of life and purposes. Some
of the purposes are perceived as more solid than
others. The basic purposes from which all others stem
are the four legs of the To know goals package. All
other (junior) purposes are methods of achieving one
or other of the basic purposes, and are therefore within
the basic To know goals package. If you can clearly
see how a junior purpose is within one or other of the
basic purposes, then it will erase at Level 5a and need
no further address in therapy. However, due to the
vicissitudes of games play, some junior purposes
come to be regarded as independent of the basic

purposes, and they will have to be addressed at Level


5b.
The purpose can either be formulated directly into a
junior goals package and erased or collapsed in
therapy, or, if un-erasable, will be found to reside in
the negative leg of some other erasable junior goals
package. Eg. The goal To Display can be formulated
into an erasable goals package. E.g. The goal To
Hide cannot be formulated into an erasable goals
package, but it resides within the goal To not Display,
so can be erased by erasing or collapsing the To
Display goals package at Level 5b. An object only
consists of one or more purposes (functions), and can
be erased from the mind by erasing these purposes. If
the purpose or purposes of an object are clearly seen
as within one or other purposes of the basic To know
goals package, then this object will erase from the
mind at Level 5a without any need for further address
in therapy. However, if the object is believed to
consist of purposes independent of the basic purposes,
these purposes will have to be addressed at Level 5b
as indicated above. Finally, the object - if still not
erased - can be erased by making it the subject matter
of the To Know goals package at Level 5c.
E.g. A girl has completed Levels 1, 2, 3 and 4 of
therapy, and has nulled the basic package as far as
possible at Level 5a. She obviously has purposes
which she considers to be independent of the basic
purposes (Otherwise her whole mind would have
erased at Level 5a.) and she recalls that shes always
felt uneasy about wearing a dress, and decides to erase
the class of Dresses from her mind. (N.B. The choice
of material to be run at Level 5b and 5c is always
made on the basis of interest.) She decides that a dress
has two purposes:

1) To display her femininity.and


2) A modesty function of hiding her body.
Addressing each of these in turn she first formulates
the To Display goals package which she discovers to
be erasable. The concealing function of the dress is
To Hide which she discovers cannot be formulated
into an erasable goals package, but spots that its
within the To not Display leg of the To Display
goals package. She addresses the To Display
package at Level 5b, and it collapses after a few
minutes when she realizes that To Display is a
method of being known, and is therefore within the
To be Known leg of the basic package. She now re nulls the basic To Know package at Level 5a
according to the rule.
The position now, she realizes, is that the class of
Dresses, although reduced, has not yet erased from her
mind, so she hunts around for some other function of a
dress. She soon spots that a dress has a sexual function
when displaying her femininity, so she addresses the
To Sex goals package at Level 5b. During the
erasure of this package a childhood sexual incident
involving her dress pops into view and explains her
lifelong unease with wearing a dress. When the To
Sex package erases she returns to and re-nulls the To
Know package at Level 5a. She then makes A Dress
the subject matter of the To Know goals package at
Level 5c, only to discover that its already erased
during the re-nulling of Level 5a. She has now erased
the class of Dresses from her mind, and is ready to
find another object or junior goals package for
erasure. One day, when routinely re-nulling Level 5a
after erasing an object or junior goals package from
her mind, to her great joy the basic To Know goals
package will itself go on through to erasure. She will
then have achieved a full resolution of mind - and
know it.

Dennis H. Stephens.
Redland Bay,
September 1992.

Terms Used.

All terms used in a special sense have been-defined


within the text. However, a few terms have been used
with the sense they are given in the subject of
Scientology. I have used these terms because they are
the most concise and meaningful available for the
phenomena they describe. Their Scientology
definitions follow:
Communication

Any action taken between terminals


with complimentary postulates
Game
Any action taken between terminals
with conflicting postulates
Motivator.
An act received, considered harmful,
and a justifier.
from the compulsive playing of games,
through the voluntary playing of games
to an ending of all games by the
Nirvana
adoption of complementary postulates
and so the achieving of a non-game
situation.
Over run
Past the point of erasure
confusion, unwellness, missemotion
Over run symptoms
etc.
An act committed, considered harmful,
Overt Act.
and justified.
Determining the action of self and
Pan Determinism. others (non-self).
(PD).
(The word pan is derived from the
Greek word for all).

Postulate
PT
RI
Self Determinism.
(SD).
Valence.

(noun) a postulate is a causative


consideration. A consideration is
defined as a thought or idea.
Present Time - now!
Repair of Importances
Determining the action of self.
An identity assumed unwittingly (in
games play). (The word valence is
derived from the Latin word for power.
A being assumes a valence in an effort
to obtain its real or imagined power.)

STEPS FOR RUNNING TROM


Judith Anderson
Distributor's Warning: The text in the manual must be
read by you and understood before running each level
- I have merely extracted the steps of each level and
laid them out for your convenience. It is your
responsibility to check these steps to ensure they are
as you interpret the manual....................Judith
Anderson, Distributor

SESSION PREPARATION
1. Be session ready - not tired, hungry, suffering from
disease or dietary deficiency, or under the influence of
drugs or medication or alcohol.
2. Find a quiet place away from interruption or
distractions, and alone.
3. Do the exercises with the body's eyes open at all
times.
4. Have pencil and paper to hand to take notes of
actions run.

STEPS OF SESSION
1. Run RI (Repair of Importances) (see below - also
in manual - page ......)
2. Do exercise for the level you are on.
3. Continue an exercise as long as it produces change then leave it. The exercises are intended to produce
CHANGE (mood changes, body changes such as

temperature changes, twitching, pain or sensations


turning on, awareness changes, yawning,
overstimulation of body's nervous system, queasy
stomach etc). If there is NO CHANGE - go to next
exercise this level.
4. WHEN IN DOUBT RUN RI (especially during the
session if the going gets rough e.g. you suffer an
intolerable amount of unpleasant sensation)
5. Continue level exercises until you decide to finish
session.
6. Run RI (Some Trommers have run RI as much as
2/3rds of the session)
7. Finish Session (feeling good)

RI (REPAIR OF IMPORTANCES)
Creative RI Commands (3 pairs)
a) "Bring something into existence" [run repetitively
until no change, then run b)]
b) "Have another bring something into existence".
[Run repetitively until no change, then run a), then run
b), to no change]
[It is not necessary to perceive with ones' eyes one's
creation. The certainty that one has created is
sufficient. (see page .......)
OR
a) "Create something" [Run repetitively until no
change then run b)]
b) "Have another create something" [Run repetitively
until no change then run a) etc. to no change, then b)
to no change etc] OR RI by Perception
a) Grasp any solid object with your hands. (Really feel
it) Let go. Grasp another solid object with your hands.
Let go. Walk around the room contacting walls,
floors, tables etc. with your hands, doing this to no
change. Run it until it is ho-hum. It doesn't matter how
long it takes.
(RI by Perception can be done to the top of Level 4
but Dennis suggests doing the creative exercises
above, in preference, as they are what should be used
for Level 5).

RI cannot be overrun. It can (emphasized) be under


run.
When in doubt run RI.
Use RI at the beginning of every session
Use RI at the end of every session
Use RI during the session if the going gets rough [e.g.
if you suffer an intolerable amount of unpleasant
sensation] When in doubt, run RI.

LEVEL 1

Read "The Test" in the Manual.


Test yourself to see if this level is necessary for you.
It is very simple. Work your way through the RI
Commands, creative ones first. Give each pair a
good run (a, a, a, a, a, a, a, a, to no change, then b,
b, b, b, b, b, b, b to no change etc) before you move
on. You are looking for changes. Any changes
(queasy stomach, twitching, yawning, mood
changes, etc). It if produces any change it is a
usable command.
If none of the creative list produce a change, then
do Perceptive RI (described above) until you feel
better. You have now topped up your reservoir of
importances, and are ready for Level Two.
If you need a separate therapist to assist in getting
you through this, contact the distributor of the
manual for suggestions.

LEVEL 2

Purpose: Learning to Timebreak


Read the chapter in your manual for Level 2 - fully.

Do "Session Preparation" as above 1-5


Commands:
a) "Select a past scene" (start with a non-significant
one, gradually using more and more significant past
scenes, and eventually past persons, one at a time,
completing the exercise with each to conclusion)
b) "Select an object from this scene."
c) "Find an object in present time (one you can see
with your eyes) that is different from the past
object."
d) "How is it different?"
Repeat c) and d) (It is permissible to use the same
present time object over and over again if you
wish) until no more change; then:
e) "Find an object in present time (one you can see
with your eyes) that is similar to the object in the
past scene" (selected in a).
f) "How is it similar?"
Repeat e) and f) until no more change, then repeat
c) and d). Continue until both c) and d), and e), and
f) produce no more change.
g) "Select a new past object, either from the same
past scene or a different one"
Repeat c) and d) and e) and f) with this new past
object until no more change.

Continue until no more change occurs with any past


person you care to select. Use RI liberally, also reread
manual for Level 2.
End result: you will find that it becomes
progressively easier to place the 'then' and 'now'
objects side by side for comparison purposes until
you are quite easily able to view both objects
simultaneously. You are learning to Timebreak. The
exercise continues to produce changes as long as this
compulsive games condition is highly charged. As the
compulsive games condition quietens down between
you and your own past, so the exercise ceases to
produce change.

LEVEL 3
Read the chapter in your manual for Level 3 - fully.
Do "Session preparation" as above 1-5.
Commands:
a) "Select a past scene. Become simultaneously
aware of the scene and present time around you.
Don't try and Timebreak all of the scene at once.
Take it a bit at a time. Continue to do this until the
past scene 'fades' - i.e. begins to 'fall away' in
intensity compared to present time."
b) "Select a new past scene, and repeat a)"
Continue until you are willing and able to Timebreak
all your known past. This exercise will take many
(joyful) hours, with you gaining all the way. Run RI as
necessary, it will speed your progress.

If a scene does not Timebreak drop back to Level 2 on


it and find some differences and similarities between
the scene and present time. Run RI. Timebreak it.
Note it for Level 4 and 5.
End result: You will be free of your past, with no
enforcement to view it, and therefore it will no
longer be pressing in on you. You will be able to
occupy any viewpoint you so desire in any scene,
whether 'then' or 'now' and be able to continuously
operate your body in present time from a
viewpoint exterior to it, and no doubt you will get
your first preview of Nirvana.

LEVEL 4
Purpose: The systematic discharge of the eight classes
of overwhelm. (A start in the direction of having the
environment loose its power to restimulate your mind
by preparing you to become an expert in games play
by taking a look at the subject of overwhelms and
freeing you up thus untying a lot of your 'livingness').
Vanishing another large and unwanted chunk of your
mind.
Read the chapter in your manual for Level 4.
Do "Session Preparation" as above 1-5
The eight classes of overwhelm are:
1) Forced to know
2) Preventing from being known.
3) Prevented from knowing.
4) Forcing to be known.

5) Forced to be known.
6) Preventing from knowing.
7) Prevented from being known.
8) Forcing to know.
Commands:
1) "Get the idea of being forced to know".
Punch the concept into your mind. Timebreak
everything that shows up as you go, the guilt feelings,
the blame, the shame, the regret, the whole works.
Take your time. Now punch out the "Forced to know'
idea again. Continue till it is dry. Now run RI.
2) "Get the idea of preventing (something) from
being known". (Run repetitively till dry; Run RI)
Continue through the list. Run plenty of RI, for this
Level tends to chop it up a wee bit. When you've
completed to 8), go back and start again at 1). New
material will show up. Continue round and round the
list until there is no further new material, and no
further change. When in doubt - run RI.
End result: You will not be bothered by any of the
overwhelms (upsets) on your known time track. The
environment is now virtually incapable of triggering
your mind against your conscious choice. Only you
can do it now, - and even you are having trouble!

POSTULATE FAILURE CYCLE CHART


REGARDING AN EFFECT
SELF

OTHERS

ORIGIN

RECEIPT

ORIGIN

RECEIPT

1A

Must Know

Must Be
Known

1B

Mustnt Know

Must Be
Known

2A

Mustnt Know -

Must Be
Known

Motivator Overwhelmed Forced to Know


Game

Game

Game

Game

Game

Game

2B

Mustnt Know -

Mustnt be
Known

3A

Mustnt Know

Mustnt be
Known

3B

Must Know

Mustnt be
Known

4A

Must Know

4B

Must Know

5A

5B

Overt

Overwhelm

Preventing from being


Known

Motivator Overwhelmed

Prevented from
Knowing

Game

Game

Game

Mustnt be
Known

Game

Game

Game

Must Be
Known

Overt

Overwhelm

Forcing to be Known

Must Be
Known

Must Know

Mustnt be
Known

Must Know

Motivator Overwhelmed Forced to be Known


Game

Game

Game

6A

Mustnt be
Known

Must Know

6B

Mustnt be
Known

Mustnt Know

7A

Mustnt be
Known

Mustnt Know

7B

Must Be
Known

Mustnt Know

8A

Must Be
Known

Mustnt Know

8B

Must Be
Known

Must Know

Game

Game

Game

Overt

Overwhelm

Preventing from
Knowing

Motivator Overwhelmed

Prevented from being


Known

Game

Game

Game

Game

Game

Game

Overt

Overwhelm

Forcing to Know

LEVEL 5
Purpose: To exercise the being in the creation of
complementary and conflicting postulates in
accordance with the Postulate Failure Cycle Chart.
Read the chapter in your manual for Level 5 - fully.
Do "Session Preparation" as above 1-5 plus
Timebreak the events of today.
Make a photocopy of the Postulate Failure Cycle
Chart for your working copy, with cardboard backing.
Follow instructions from tape and text.
The following 3 pages are the most important part of
the tape Dennis Stephens sent to Judith Methven on
how to run Level 5 of TROM. In the latter part of the
tape he is again admonishing everybody to stick to his
instructions especially to doing RI generously.
He also warns not to leave a level before all the charge
has been taken off it, that is, there is no more change
being produced when running it. He says you can not
overrun any of the levels of the failure cycle chart.
You simply get bored if you overrun them.
Another point he makes is that it is no loss of face to
drop back a Level if you are not doing well on the
higher one. Simply drop back, run it till no more
change and then go back to the higher level. (Some
have said that from their experience this was
something that brought enormous
gains)..............................Judith Anderson - Distributor

The Tape by Dennis


"[The best way to follow this is when you have the
postulate failure cycle chart in front of you]
"I will go through the chart as if I'm the subject and
I'm running Level 5. I'm starting at Level 1A and the
goal-package I'm using is the basic To Know goal
package. Before I start as given in the manual I'd
timebreak all the day's activities and also I would
make sure the Levels 1, 2, 3, and 4 have been run to
no more change. I wouldn't, of course, attempt Level 5
until those first 4 levels have been run to no more
change and also I've timebroken the day's activities.
"Ok, here goes. Level lA. The first thing we need is a
little bit of space around us. Now, it doesn't matter
which space you use, you can use the space of the
present time universe around you or you can use the
space of any past moment in time. It doesn't matter.
You are not limited in any form whatsoever. You just
need some space in which to work. It doesn't have to
be present time physical universe space. It can be past
physical universe time space.
You just need some space there to work.
"So, we are at Level lA and the first thing you would
do is put up the postulate, the Other's postulate "Must
be Known". The postulate is "Must be Known" and
that is in the class of not- self. Now, it doesn't matter
where you put the postulate. Most people find it easier
to put the postulate into a mass. Even a created mass
of your own choice or into a wall, a part of the
physical universe, a fence, a passing car. It doesn't
matter where you put it.
"The important thing is that it is a "Must be Known"
postulate and it's in the class of not-self.

That is important. You must be certain that it's in the


other's, the class of other's to which I will refer for
more precision as the class of not-self. So you put up
that postulate "Must be Known" in the class of notself. You yourself then create the postulate "Must
Know". If you go over the column 1 on the chart you
see that the level here is "Forced to Know. It's you
being forced to know. Get that? Doesn't matter what it
is, you don't have to specify as we are just working
with the postulates. So you would put up "Must be
Known" over that way in the class of not-self and then
get yourself there.
"Don't see yourself over that way doing this. You get
yourself right where you are, right where you are with
the "Must Know" postulate. There's a little danger
there that you could say, Oh well, get me over that
way. Oh no, that's wrong. You get right where you are
- with the "Must know" postulate. Then you simply
timebreak out anything that shows up, any sensations
that show up. Your whole situation is of cameo 40, as a
scenario, as a scene, and you timebreak out anything
that happens. Anything that shows up, you time break
it. Time break it out until it's gone away and then you
put the postulates back up again.
"You put the postulates back up and more scenes
show up from the past, you timebreak those back out,
have a good look at them, timebreak them out of
existence and put the postulates back up again. And
you keep on doing this until you can put the
postulates up at level 1A with no more change
occuring and you can quite happily put up the
postulate "Must be Known" in the class of not-self
over that way while you're sitting there with "Must
Know". And you got the idea that you're being
Forced to Know. That's quite OK. Nothing is
happening and it's all quietened down. Right, now
40

a literary sketch, small dramatic scene, or the like,


that effectively presents or depicts its subject.

you're ready to move on. You started to get bored with


that level.
You've done all you can with that level, it's now time
to move on. So we now move from 1A to level 1B.
"Now that is signified by you changing your postulate
from "Must Know" to "Mustn't know". You're still at
receipt point, but you're changing your postulate from
"Must Know" to "Mustn't know". The postulate "Must
be known" is still out there in the class of not-self. But
now it's a game. We now have a games condition. We
now have the opposition. We now have an opposition
situation. We have "Must be Known" in the class of
not-self and "Mustn't Know" in the class of self and
they are opposing postulates and that is a games
situation. So, you just now hold that. Just hold that
situation and timebreak out everything that shows up.
Everything that shows up there.
"And you continue with it until there's no more
change. You've timebroken out everything you quite
happily have that situation there where you have
"Must be known" over there in the class of not-self
and "Mustn't know" in the class of self and you can
hold that situation. And there's nothing else, it's all
quieted down. There's nothing else happening. And
you're getting bored with it, so it's time to move on. So
you now move on from 1B to 2A.
"Now this involves a definite change, you're going
from origin now to receipt. That is a bigger change
that happens there between 1B and 2A. When we go
from 1B to 2A you start off by still feeling yourself at
receipt point. You start off by saying, well, I'm in
"Mustn't know" across to the other person, to the
"Must be Known" there. In other words, instead of
him being the originator and you being at the receipt
at level 2A you're the originator "Mustn't know" and
you drive him into the receipt of "Must be Known". In

other words, you're beginning to get at him. So you're


beginning to get at the opponent. So it's you with
"Mustn't know" and him still holding his postulate of
"Must be known", but instead of him being at the
origin point he's now at the receipt point.
"But it's still a game. Then again you would do all the
necessary timebreaking, the handling of all that shows
up, clean everything up until you're quite bored with
that Level, the whole Level 2A. Then you would go to
Level 2B where now you are going to actually
overwhelm the opponent. You still stay in your
"Mustn't know" postulate, you're originating your
"Mustn't know" postulate at level 2B and now you
drive him, you actually force him, you drive him by
the sheer power of the postulate, you drive him from
"Must be Known" into "Mustn't be known". In other
words, you make him comply with your postulate. So
he's driven from "Must be known" he held at level 2A
he now goes to "Mustn't know" at the origin and the
opponent with "mustn't be known" at receipt point
there.
"So now we've gone through a whole little cycle,
haven't we. We've gone through a whole little cycle.
We had the complementary postulates at level 1A with
"Must be known" and "Must know". We've gone
through two game cycles and now we've gone back to
complementary postulates again. But notice that the
postulates have changed. We are now at 2B. At 2B we
have "Mustn't Know" - "Mustn't be known" and we
are back with complementary postulates again. But
now you are at the origin point and the "Mustn't be
Known" is at the receipt point.
"Basically the difficulty is a lack of understanding that
you're dealing purely with postulates.
You're not dealing with effects here on the chart,
you're dealing with postulates. That's all you are
putting up, it's postulates. You're not putting up

effects, you're not putting up sensations, or you're not


creating people, you're not mocking up people, you
are not mocking up walls, or floors, or situations.
You're simply mocking up postulates. What we're
working with are just postulates. That's the whole
level of level 5, it's postulates. That is all we are
working with at level 5, it's postulates. We don't work
with anything else, we timebreak out anything else
that shows up. We only work with postulates at Level
5.
"It is an incredible thing to work with. At first it seems
very strange and so forth, very odd and peculiar to be
just working with postulates. But after one gets used
to it, when you get into level 5 you get to a point
eventually where you wouldn't dream of working with
anything else but postulates because you get the
fastest results working with postulates and you always
work with just postulates. You simply timebreak out
everything else that shows up.
Any incidents that show up, or sensations, or emotions
or whatever shows up. You simply timebreak them
out.
So at level 5 you are working purely with postulates.
Once you grasp that you have got it. You have got it.
You can work then on level 5 and realize what you're
doing."
END OF TAPE
I hope this helps those of you who have not asked me
specifically for a transcript of the tape as it has been
available for a long time, and that it encourages use of
the fantastic materials of TROM.

Postulating
Subject:
Date:

Re: TROM
Sun, 18 Jan 1998
08:47:57 -0800
From: "MICHAEL W. BONNYCASTLE"
<bcastle@SoCA.com>
To:
Judith Methven
<jude@meth.demon.co.uk>
CC: trom-l@newciv.org
References:
1
Judith Methven wrote: I have actively
worked at for a while is making ones
postulates stick which has been a
pleasure.
It would be nice to hear more about
how you are doing this.
Hi Judith,
1/18/98
I have found the steps in the 'Rules
in the Game of Life'(posted by you
before) to be very useful and
rewarding in making postulates. I
also talked to Bob Ross about making
ones postulates work and he had
reduced it to three essentialsteps:
1) Find what your postulate is, what
state of affairs you desire, and
create the postulate in the present.
If it is"....will be..." then that

will not be effective because it


launches it indefinitelyinto the
future. It it must be absolutely in
the present tense, "Things are going
remarkabley well". And one must be
able to make the postulate with the
same conviction they would if they
were to observe that the sun is
shining(if it is, of course).
2) Next one must identify any
consideration, reservation one has
about the postulate. They must find
this fragment of doubt and "as-was"
it, as it were, put it into past
tense, such as, "I thought I couldn't
make it because my car was breaking
down". It appears to be an important
step, this putting any consideration
into PAST tense and then, recreating
your postulate in present tense once
you can do this with the same
conviction as you would with any very
evident fact such as the sun shining.
3) Any negative origination you
encounter after this you will
recognize as not of your ownership.
You might even say in response, "So
you feel...."(giving it back to
them). If it is a billboard or person
you recognise this thing not being
yours.
So this is the method Bob Ross told
me about which I find helpful also. I
make it a practice working with
postulates because remarkably, they
do work and it's fun!
Best Regards,

Michael