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---------------------------------------------
SUPERSCIO #8D
VARIOUS IMPLANT PLATENS - continued
============================
Copyright 1996
All commercial rights are reserved to the author, who currently
wishes to remain anonymous and therefore is writing under the
pen name of "The Pilot". Individuals may freely copy these files
on the internet for their own use and they may be made available
on any web server who does not charge for them and who does not
alter their contents.
============================
17. THE HUMAN IMPLANT
This one was intended to make you human. If you're rebelling
against God, you can't be a god.
1. (a big being comes out and says "I created you")
2. TO BE THE WRATHFUL GOD AND DESTROY THE WORLD
3. TO BE HUMAN AND SAVE THE WORLD
4. TO BE THE NEGLIGENT GOD AND LET THE WORLD DECAY
5. TO BE HUMAN AND REVITALIZE THE WORLD
6. TO BE THE JEALOUS GOD AND PERSECUTE THE PEOPLE
7. TO BE HUMAN AND AID THE PEOPLE
8. TO BE THE AVENGING GOD AND PUNISH THE PEOPLE
9. TO BE HUMAN AND PROTECT THE PEOPLE
10. TO BE THE LUSTFUL GOD AND FRENZY THE PEOPLE
11. TO BE HUMAN AND CALM THE PEOPLE
12. TO BE THE DOMINATING GOD AND ENSLAVE THE PEOPLE
13. TO BE HUMAN AND DEFEND THE PEOPLE
14. TO BE THE ONLY GOD AND DISDAIN THE PEOPLE
15. TO BE HUMAN AND JOIN TOGETHER WITH THE PEOPLE
16. TO BE THE SULLEN GOD AND HATE THE PEOPLE
17. TO BE HUMAN AND LOVE THE PEOPLE
===========================================
18. THE POLES IMPLANT
This one uses a double row of metal poles which are charged.
It is done to a bodiless thetan (who is being an energy body).
You bang back and forth between the poles, going down the row
in a zig zag. Items are laid in with the impacts as you hit
the poles.
This might be basic on running into lampposts. It might also
underlie poor vision. It is restimulated by people shoving
somebody around.
This was probably used by the body people against the thought
people in the theta-mest wars.
This laid in ideas like:
a) you must not use force
b) you must care for the body
c) neither side is right in a conflict
d) anyone who fights is wrong
e) control yourself
f) constrain yourself
g) the use of energy is evil.
h) to never change
I didn't bother to work out the exact wording of all the goals
used, but they would be in keeping with the above list of ideas.
I ran the first goal, which is "to (never) use energy" and the
whole thing pretty much blew. The item pattern I found on the
first goal was as follows:
1. TO USE ENERGY
2. TO NEVER USE ENERGY
3. TO NEVER USE ENERGY ABSOLUTABLY
4. BAD TO USE ENERGY
5. IMPOSSIBLE TO USE ENERGY
6. TO NEVER USE ENERGY ABSOLUTABLY
7. WRONG TO USE ENERGY
8. DEGRADING TO USE ENERGY
9. TO NEVER USE ENERGY ABSOLUTABLY
10. HORRIBLE TO USE ENERGY
11. DESTRUCTIVE TO USE ENERGY
12. TO NEVER USE ENERGY ABSOLUTABLY
13. FRIGHTENING TO USE ENERGY
14. DANGEROUS TO USE ENERGY
15. TO NEVER USE ENERGY ABSOLUTABLY
16. PUNISHABLE TO USE ENERGY
17. TREASONABLE TO USE ENERGY
18. (silence) (you fly through the pole instead of impacting on it)
(you can see the double row of poles continuing on down the
corridor and you expected to keep going)
19. NIX TO USE ENERGY (head impact as you hit the "wall" on the far
side of the pole. The wall is an energy screen)
(then you drift out of the far side of the wall and all is quiet and
you get the following item)
20. NO DESIRE TO USE ENERGY
(then you are drawn into another corridor containing a double row of
poles and they do the next goal).
=========================================
19. THE ANTI-PSYCHIC IMPLANT
This one was designed to block OT abilities.
Although this uses a double firing item pattern (items coming
from both sides), they used a double negative in the opposing
item so that both sides basically means the same thing (instead
of being opposites as is usually the case). Instead of being
a goal oppose type sequence, its like being caught between two
people who are pushing you back and forth while they say the
same thing in different ways.
It may have been setup this way because the implanters were afraid
of anyone ever sliding into the opposite and dramatizing it (which
happens occasionally on goal oppose type item patterns). If you're
implanting people into being loyal soldiers (and using a traitor
as the opterm), you can live with the occasional guy who flops
the other way and turns into a traitor. But if you're implanting
him to keep him from reading minds, the few who flop the other
way and become mind readers might be too much of a danger.
-------
ITEM PLATEN:
1A. UNFAIR TO ... 1B. FAIR TO NEVER ....
2A. GAMELESS TO ... 2B. GAMEFUL TO NEVER ....
3A. DISINTRESTING TO ... 3B. INTERESTING TO NEVER ...
4A. HARMFUL TO .... 4B. HARMLESS TO NEVER ....
5A. HURTFUL TO .... 5B. UNHURTFUL TO NEVER ....
6A. PAINFUL TO .... 6B. PAINLESS TO NEVER ....
7A. DANGEROUS TO .... 7B. SAFE TO NEVER ....
8A. EVIL TO .... 8B. BLESSED TO NEVER ....
9A. BAD TO .... 9B. GOOD TO NEVER ....
10A. UNACCEPTABLE TO .... 10B. ACCEPTABLE TO NEVER ....
11A. BEST TO NEVER .... 11B. NOT BEST TO ....
12A. HOPEFUL TO NEVER .... 12B. HOPELESS TO ....
13A. AGREED TO NEVER ...., FOREVER,
13B. THIS IS YOUR DECISION
--------
The list of endwords that fit into the above platen are as follows:
1. To Leave
2. To Read Minds
3. To Levitate Objects
4. To Operate Without a Body
5. To Generate Energy
6. To Predict the Future
7. To Teleport
8. To Project Telepathically
9. To Disappear (or to be invisible)
10. To See Remotely
11. To Disobey This
=========================================
20. THE CHOICES IMPLANT
I think that this is very early, possibly as far back as home
universe. But that could be a false date. It is also possible
that this is part of the between lives sequence.
Here you are given a real choice and decide which aberration you
get. The second part varies depending on your responses in the
first section.
There may be a short beginning segment that shows you why you have
to choose.
First Section:
On each of these, they hound you and keep hitting you with energy
waves and keep repeating the item until you choose on or the other.
1. TO AGREE IS TO MAKE THE CHOICE BETWEEN SANITY AND FREEDOM
2. TO AGREE IS TO MAKE THE CHOICE BETWEEN BEING CAUSATIVE AND BEING LIKED
3. TO AGREE IS TO MAKE THE CHOICE BETWEEN WINNING AND BEING RIGHT
4. TO AGREE IS TO MAKE THE CHOICE BETWEEN BEAUTY AND HONOR
5. TO AGREE IS TO MAKE THE CHOICE BETWEEN STRENGTH AND WISDOM
6. TO AGREE IS TO MAKE THE CHOICE BETWEEN COURAGE AND AWARENESS
7. TO AGREE IS TO MAKE THE CHOICE BETWEEN PERCEPTION AND CREATIVITY
8. TO AGREE IS TO MAKE THE CHOICE BETWEEN CERTAINTY AND TRUTH
9. TO AGREE IS TO MAKE THE CHOICE BETWEEN HAVINGNESS AND MOTION
10. TO AGREE IS TO MAKE THE CHOICE BETWEEN KNOWLEDGE AND SERENITY
11. TO AGREE IS TO MAKE THE CHOICE BETWEEN MEMORY AND HAPPINESS
12. TO AGREE IS TO MAKE THE CHOICE BETWEEN SKILL AND INDEPENDENCE
Second Section:
This section varies depending on your responses to the first section.
You either get one or the other item of the pair. This may have been
implanted multiple times, so both items should be run, but they
might not react equally. If you put your attention on a specific
occurrence of the implant, only one of each pair should read.
1a. The only way to be sane is to be trapped
1b. The only way to be free is to be insane
2a. The only way to be causative is to be hated
2b. The only way to be liked is to be effect (subservient)
3a. The only way to win is to be wrong (cheat)
3b. The only way to be right is to lose
4a. The only way to be beautiful is to be dishonorable
4b. The only way to be honorable is to be ugly
5a. The only way to be strong is to be stupid
5b. The only way to be wise (smart) is to be weak
6a. The only way to be courageous is to be unaware
6b. The only way to be aware is to be fearful
7a. The only way to perceive is to agree with the creations of others
7b. The only way to be creative is to not-look (no-is)
8a. The only way to be certain is to ignore the truth
8b. The only way to be truthful is to be unsure
9a. The only way to have anything is to remain in place
9b. The only way to be active (move around) is to have nothing
10a. The only way to have knowledge is to be disturbed (upset)
10b. The only way to be serene is to not know
11a. The only way to remember is to be sad.
11b. The only way to be happy is to forget.
12a. The only way to be skillful is to follow orders
12b. The only way to be independent is to be incapable.
Third Section:
Then they badger you about the choice you made. On each one,
they say (depending on how you answered in section 1),
"You said freedom was better than sanity. Why was that the right
choice?"
They keep pushing at you with this until you mockup a reason and
start defending it.
============================
21. THE THIRD EYE IMPLANT
See History of Man for a general description of Fac 1 and see the
FAC 1 platen given elsewhere in these materials. This incident is
almost identical to it in style, context, and in terms of the
implant machinery used. I dated some of these at around 1 million
years ago with a duration of around 45 to 53 minutes. The earlier
one that I labeled Fac 1 seems to be a bit earlier, at around 2
million years ago.
Probably the first Fac 1 implant was replaced by this one. But it
is also possible that both platens were used as part of the same
implant. Since these are very late on the chain, its hard to
get good data because there is a tendency to mix things up with
earlier incidents that were restimulated. Since a lot of the
context is the same, and since Ron was pushing people into locating
Fac 1 by describing it to them first, it is probable that he got
either one on PCs at random when it was being researched in 1952.
It seems to occur at about 14 items per second giving around 6
minutes per run with a small pause between runs as the beam is
redirected.
Each run comes in as a supersonic beam containing speeded up
verbally stated items (in an old language). You can't hear the
items as it happens, you just hear a noise, but BTs and Split
valences sometimes caught the items (i.e. subliminal).
There are 9 runs: 1 - Forehead, 2 - right side, 3 - left side, 4 -
chest, 5 - stomach, 6 - mouth, 7 - right eye, 8 - left eye, 9 -
genitals.
The items are in the form To (goal) IS TO BE THE (valence).
They do all 64 penalty universe goals on the valence of the first
penalty universe, then they repeat with the valence from the
second universe etc. The goals run from Create down to Endure,
the valences run from the Statue down to the Pyramid.
I.E., the first item is To Create is to be the Statue. The second
item is To Mock up is to be the statue. After they get down to To
Endure is to be the Statue, they change to the second terminal.
Since all valences and all goals of the penalty universes were
Chris-crossed with each other, this acts like an endless set of
wrong items.
There is also an overt side to this where you are the operator of
the Fac 1 machine. In this case, you might get a vibration of
wrong items in your hands as you turn the crank etc.
============================
22. THE 10 WAY COMPULSION IMPLANT
(Oct 1996: Of all the splitter platens I ran before finding the
"point to" process, this was the only one that I had success with.
But it didn't go all the way and gradually it got harder to run.
On later review, I was occasionally leaving stuff unhandled that
wouldn't respond to this platen and eventually enough of that built
up to bring me to a halt. If you use the "point to the being you
divided from" command in each location as you go through the items,
you should have an easy time of it with this platen).
30 March 1990
This is part of the implant that is used to throw you out of the
Games universe and into the Symbols universe. There is
probably much more to the incident and I don't have the details at
this time, however, this is the part that messed you up by making
you divide into many split valences that would stay submerged out
of site and compel you do feel things. This was done for each of
the 64 terminals of the 64 penalty universes starting with Create
(the god statue) and going down to Endure (the pyramid) and then
was done for the 64 terminals of the negative goals installed by
the treadmill. The negative ones start from the inverted 1st
dynamic and run down to the negative 16th dynamic ending with
Destroy (the devil statue). Note that this is not the same order as
was used in the treadmill (where the negative goal comes right
after the positive goal). Since the positive terminals all come first
in this implant, it is probably best to run all of the positive ones
before doing any negative ones but this needs further research.
You should run the penalty universe immediately before you try
to run the compulsion on the terminal of that universe. Only run
this if it seems to indicate and draw your attention. Also, it is
preferable to run terminals up near the top of the dynamics first.
Preferably, you should start with create. This is best left until a
second pass on the penalty universes, but use your
judgment.
This turns up many more BTs and clusters than running the
penalty universe itself does. Usual handling for a cluster that
doesn't blow on inspection is to have it spot the top of the penalty
universe (i.e., native state item). Although it is not generally their
cluster forming incident, it is a vast undercut on all incidents
relating to the goal and usually causes the cluster to come apart
immediately (then handle individuals remaining).
Negative terminals are a problem to run. The treadmill crossover
must be really flat and you need to key out enough later
restimulations of the collapse of the positive goal into the
negative (i.e., hellatrobus and other implants that swing the
positive goal items into the negative ones) to the point where it is
possible to spot the top of the positive penalty universe from the
negative items. Otherwise, it is just too difficult to blow BTs out of
the negative terminals.
When I first researched this, I didn't have the anatomy and used a
platen based on the sequence of items in the penalty universes
that creates the predisposition to have these split valences. The
penalty universe only temporarily created a split (which didn't
remain split) and only setup the (terminal) in back (and later, you
leave a split behind in the grave in the penalty universe as well).
These would dissolve when you came out of the penalty universe.
The items are To (goal) is to be the (terminal) in back; and then to
(goal) is to a) hide, b) control, c) inspire, d)detest, e) compel
yourself and f)deny responsibility. I used this to pull out the
terminal in back without realizing that I was bypassing the others.
It was effective enough to get it out but it was like prying out a
piece of the muscles (which got sore afterwards). Also, the Third
Eye implant went into heavy restim (third eye sensations). I haven't
had this problem with the 10 way platen given here, but it is possible that
the third eye stuff can restimulate. If it does, run the Third Eye
Implant platen given elsewhere in these materials.
Run these items lightly. It is easy to push to hard and slip into a
different split or bring the third eye into restim. Often, the pattern
of 10 blows while your running the first few items. If it does, just spot
each of the other locations and assume responsibility for having
issued compulsions from it. (also do the "point to" step here).
If the first item doesn't read well, drop this action. Check for
BTs/Clusters restimulated and not blow and then bail out.
Running this over a stiff needle with only very tiny reads
restimulates more than it releases. The needle should be loose
between items and read well. If it was and then tightens up, it is
almost certainly an overrun. The faintest overrun here will lock
the needle up like a board, partially from the restimulation of the
other terminals in the implant but also because you start stirring up
the GPM for the goal and other implants as well. (it probably will
not be this touchy if you are using the "point to" command).
On a rehab, you might need to a) spot and indicate the EP, b)
handle BTs and clusters that were about to blow and then were
invalidated and stopped, and c) run a few lines of platen 1 on the
goal to key out later implants. It might take all of this to get an FN.
Then do the light spotting of the 10 locations and reassume
responsibility (skip this if it doesn't indicate, you don't want to
overrun it again).
Mostly, BTs and Clusters will blow automatically as you run this.
You may see sparks and things as they go. If you get weird
sensations, its probably a partial blow, but there can be a slight
weird sensation (not unpleasant) of things shifting around
sometimes that is a simple side effect of the valence walls
dissolving (your space is bigger and other masses move around).
Sometimes other BTs & Clusters will protest a bit because blowing
the splits makes them shift around. Acknowledge, indicate the
BPC, and if they are accessible, blow them (or just leave things
alone if not easily reached).
After these split valences were setup, there is a later part of the
incident that gave them all wrong locations etc. You simply run
them in the original locations relative to yourself (they can still be
reached there even though they are often elsewhere in the
body). Sometimes you have to spot the fact that wrong locations
and terminals were implanted into these splits later in the incident.
The third eye implant sent in a stream of wrong items for these valences
(see the platen). The stream hit various parts of the body and
screwed the split valences and BTs and Clusters up further on a
random basis. Sometimes you have to spot the stream of wrong
items (don't bother trying to run the items in detail, just spot a
stream of them coming in). You can also check and indicate
BTs/Clusters messed up by the third eye implant.
When a split valence goes, often a BT or cluster will try to mock it
up again. You should check for this as a general cleanup after
doing the items. You can also use it if needed while running the
items.
If an item doesn't read, do the following until the situation seems
handled:
a) Check for overrun
b) Check for a BT or Cluster
c) Spot the wrong locations being laid in at the end of the incident.
d) Spot the wrong item stream of the third eye implant.
e) Check for a BT/Cluster copying, hiding, suppressing or
keeping the valence mocked up.
Also do steps b to e after completing the 10 way run and then spot
the top line (native state) of platen 1 for the goal. (this might be
excessive if you're using the "point to" command - use your
judgment)
---------------
10 Way Compel items:
TO (goal) IS TO BE THE (terminal) IN (location) AND COMPEL
MYSELF TO (goals compulsion) FOREVER.
The locations are as follows:
1. Front
2. Back
3. Right
4. Left
5. Top
6. Underneath
7. Past (and young precedes the terminal)
8. Future (and old precedes the terminal)
9. Grave (and dead precedes the terminal)
10. TO (goal) IS TO BE THE (terminal) IN THE CENTER AND
BE THE EFFECT OF ALL THESE OTHERS.
For Past, the split valence is actually riding slightly back of PT
trying to keep things in restimulation.
For future, the split valence is actually riding slightly in the future
trying to create future track for you.
For the Grave item, it refers to the grave in which the terminal
was buried in the penalty universe.
To clarify the way to form the past, future, and grave items, the
past item for the goal to eat is To eat is to be the young tiger in
the past and compel myself to feel hungry forever.
Run each item in its correct location. Then do the "point to"
command in that location.
After running the 10 items for a compulsion, try to run it on flow 2
which would be pieces of yourself that you have on other people.
Do this by getting the idea that you might be projecting this
compulsion at someone else, spot the location and item and then
do the "point to" command. You may have many for each item. I only
started doing this after I had run quite a bit of these on myself
only, so its possible that you might need to work up to this step on
a gradient.
-----------------
10 Way Compel: Compulsions List
Each of these is run in the 10 items/locations given above.
As usual, I didn't run everything thoroughly and I can't guarantee
that all of these are correct or complete. When I first ran this,
I started with "endure" and worked up to "create" but I think that
that was backwards so I have placed "create" as the first item.
1. To create is to be the statue in ... and compel
myself/others to create reality forever.
2. To cause is to be the god in ... and compel myself
(to be good ?) forever.
3. To mock up is to be the computer (in ...) and
compel myself/others to keep this all created, forever.
4. To imagine is to be the (cartoon mouse) (in ...)
and compel myself/others to create illusions forever.
5. To know is to be the dodo in ... & compel
myself/others to collect pictures forever.
6. To understand is to be the chipmunk in ... & compel
myself/others to seek understand forever.
7. To absorb is to be the hero in ... & compel
myself/others to be embodied in form (?) forever.
8. To learn is to be the gnome in ... & compel myself/others
to accumulate data without understanding(?) forever.
9. To exchange is to be the Wizard (spirit broker?) in ... & compel
myself/others to crave souls forever.
10. To play is to be the child in ... & compel myself
to avoid responsibility forever.
11. To compete is to be the coach in ... & compel
myself/others to win forever.
12. To manipulate is to be the banker in ... and
compel myself/others to crave wealth forever.
13. To combine is to be the twin in ... and compel
myself/others to need support forever.
14. To shape is to be the clay person in ... and compel
myself/others to need bodies (shapely forms) forever.
15. To change is to be the sorcerer in ... and compel
myself/others to be arrogant forever.
16. To align is to be the bear person in ... & compel
myself/others to enforce agreements forever.
17. To reason is to be the clown in ... & compel
myself/others to obey logic forever.
18. To orient is to be the wireman genius in ...
& compel myself/others to need orientation forever.
19. To guide is to be the pilot (in ...) and compel
myself/others to lead forever.
20. To compute is to be the toy in ... and compel
myself/others to figure-figure forever
21. To construct is to be the beaver in ... and compel
myself/others to entrap people forever.
22. To engineer is to be the lobster in ... and compel
myself/others to need machinery forever
23. To build is to be the lizard man in ... and compel
myself/others to acquire mass forever.
24. To structure is to be the crystal in ... and compel
myself/others to stay in alignment forever.
25. To invent is to be the munchkin in ... & compel
myself/others to need appreciation forever.
26. To enhance is to be the ghost in ... & compel
myself/others to dub in forever.
27. To inspire is to be the muse in ... and compel
myself/others to dream forever.
28. To beautify is to be the fairy godmother in ... & compel
myself/others to sacrifice for art's sake forever.
29. To purify is to be the fire person in ... & compel
myself/others to fanaticism forever
30. To arbitrate is to be the minotaur in ... & compel
myself/others to need agreement forever.
31. To defend is to be the little man in ... & compel
myself/others to harm others in a just cause forever.
32. To strengthen is to be the strong man in ... & compel
myself/others to use force forever.
33. To enlighten is to be the rabbit in back and
compel myself/others to need adoration forever.
34. To convert is to be the reptile in ... & compel
myself/others to depend on gods forever.
35. To connect is to be the angel in ... & compel
myself/others to need fulfillment forever.
36. To worship is to be the knight in ... & compel
myself/others to believe in god forever.
37. To predetermine is to be the soothsayer in ... &
compel myself/others to fulfill my/their fate forever
38. To collect is to be the elf in ... & compel
myself/others to crave souls forever
39. To influence is to be the cupid in ... & compel
myself/others to trick others forever.
40. To embody is to be the goat god in ...
& compel myself/others to crave solid forms forever.
41. To locate is to be the leprechaun in ... & compel
myself/others to be located forever.
42. To permeate is to be the theta body in ... &
compel myself/others to obey orders forever. (?)
43. To energize is to be the thought circle in ... & compel
myself/others to obey the laws of energy forever (?)
44. To gather is to be the invader in ... & compel
myself/others to crave mass (havingness) forever.
45. To grow is to be the GE in ... & compel
myself/others to operate through bodies forever. (?)
46. To discover is to be the centaur in ... and compel
myself/others to dominate others forever.
47. To heal is to be the treeman in ... & compel
myself/others to depend on healing forever.
48. To adapt is to be the thread man in ... & compel
myself/others to conform to everything in the environment forever.
49. To establish is to be the cyclops in ... & compel
myself/others to obey rules forever.
50. To share is to be the dolphin in ... & compel
myself/others to stay in agreement forever.
51. To unite is to be the dog soldier in ... & compel
myself/others to remain loyal forever.
52. To control is to be the frog in ... & compel
myself/others to dominate others forever.
?. To judge is to be the giant in ... & compel
myself/others to follow the law forever.
53. To organize is to be the clerk in ... and compel
myself/others to crave accuracy forever.
54. To Co-operate is to be the robot in ... & compel
myself/others to depend on machinery forever.
55. To participate is to the be mermaid in ... and
compel myself/others to need approval forever.
56. To expand is to be the mouse engineer in ... & compel
myself/others to overwork forever.
57. To reproduce is to be the insect in ... and
compel myself/others to desire offspring forever.
58. To satisfy is to be the caveman in ... and
compel myself/others to feel lust forever.
59. To join is to be the cat in ... and compel
myself/others to crave sex forever.
60. To care for is to be the birdgirl in ... & compel
myself/others to stop everyone from harming each other forever
61. To feel is to be the bear in ... and compel
myself/others to need sensation forever.
62. To replenish is to be the old arab in ... and
compel myself/others to be tired forever
63. To eat is to be the tiger in ... and compel
myself/others to be hungry (crave food?) forever.
64. To endure is to be the pyramid in ... and
compel myself/others to stay the same forever.
----------
(inversion)
64. To dissipate is to be the mummy in ... & compel
myself/others to waste away forever.
63. ?
62. To age is to be the old man in ... & compel
myself/others to grow old forever.
61. To torture is to be the goddess in ... & compel
myself/others to unreality (or to feel nothing?) forever.
60. To torture is to be the devil in ... & compel
myself/others to cruelty forever.
59. To separate is to be the black cat in ... & compel
myself/others to stay apart forever.
58. To ridicule is to be the moron in ... & compel
myself/others to make fun of people forever.
57. To infest is to be the insect in ... & compel
myself/others to be everywhere forever.
56. To contract is to be the maniac in ... & compel
myself/others to withdraw forever.
55. To debase is to be the elephant girl in ... & compel
myself/others to make people degrade themselves forever.
54. To individuate is to be the iron horse in ... & compel
myself/others to shun people forever.
53. ?
?. To accuse is to be the ogre in ... & compel
myself/others to blame others
52. To rebel is to be the gargoyle in ... & compel
myself/others to (crave violence?) forever.
51. To conquer is to be the war hawk in ... & compel
myself/others to make war forever.
50. To own is to be the sea monster in ... & compel
myself/others to grasp everything forever.
49. To undermine is to be the hypnotic robot in ... & compel
myself/others to obey forever
48. To disagree is to be the snake in ... & compel
myself/others to create dissension forever.
47. To infect is to be the germs in ... & compel
myself/others to be sick forever.
46. To hide (obscure?) is to be the octopus in ... and
compel myself/others to withhold (obscure?) things forever.
45. To rot is to be the fungus in ... & compel
myself/others to decay forever.
44. To abandon is to be the hobo in ... & compel
myself/others to abandon things forever.
43. ?
42. To dissolve is to be the aneoba in ... & compel
myself/others to loose havingness forever
41. To misplace is to be the cricket in .... & compel
myself/others to have problems finding things forever
40. To Disembody is to be the invisible man in ... & compel
myself/others to make things unreal forever (?).
39. ?
38. To reject is to be the wolfman in ... & compel
myself/others to be angry at everyone forever.
37. To randomize is to be the griffin in ... & compel
myself/others to be unable to predict forever.
36. To profane is to be the monk in ... & compel
myself/others to perform vile acts forever.
35. To disconnect is to be the spider woman in ... & compel
myself/others to cut communication forever.
34. To disabuse is to be the Jackal in ... & compel
myself/others to scoff at peoples beliefs forever.
33. To obscure is to be the smog monster in ...
and compel myself/others to manufacture blackness forever
32. ?
31. To attack is to be the gorilla in ... & compel
myself/others to cynicism forever
30. To disagree is to be the snake in ... & compel
myself/others to create dissension forever
29. To pervert is to be the satyr in ... & compel
myself/others to debauchery forever.
28. To make ugly is to be the old witch in ... & compel
myself/others to see the underlying ugliness in things forever
27. ?
26. To degrade is to be the demon in back and compel
myself/others to pessimism forever.
25. To divest is to be the troll in back and compel
myself/others to see the worthlessness of things forever.
24. To shatter is to be the batman in ... and compel
myself/others to shatter reality forever.
23. ?
22. To unstablize is to be the goon in ... and compel
myself/others to break machinery forever.
21. To tear down is to be the wrecking crane in ... and
compel myself/others to smash things forever.
20. To confuse is to be the zombie in ... and compel
myself/others to make mistakes forever.
19. To misdirect is to be the scarecrow in ... & compel
myself/others to be confused (about direction?) forever.
18. To disorient is to be the spinning top in ...
& compel myself/others to be lost forever.
17. To discombobulate is to be the one-man-band in ...
& compel myself/others to destroy order forever.
16. To bring chaos is to be the black panther in ... & compel
myself/others to disperse things forever.
15. To implode (stop motion?)(fixate?) is to be the witch in ...
and compel myself/others to despise everyone forever (?).
14. To distort is to be the walrus in ... & compel
myself/others to distort bodies forever.
13. To fragment is to be the worm in ... and compel
myself/others to make everything crumble forever.
12. ?
11. ?
10. ?
9. To steal is to be the Raccoon in ... & compel
myself/others to take things forever.
8. To forget is to be the troll in ... & compel
myself/others to lose track of things forever.
7. ?
6. To misunderstand is to be the cripple in ... & compel
myself/others to misunderstand forever.
5. To mislead is to be the false prophet in ... & compel
myself/others to dub in pictures forever.
4. ?
3. To unmock is to be the energy mass in ... and
compel myself/others to take things apart forever.
2. ?
1. To destroy is to be the devil in ... and compel
myself/others to make nothing of reality forever.
=========================================
23. THE 4TH DIMENSIONAL IMPLANT
Nov 11, 1990
This is a very early implant universe. It occurs prior to the
Agreements Universe and the Home Universe Matrix but is after
the original Jewel of Knowledge. It could also be referred to as
the "existence" implant since the goal "To Exist" is a key factor
throughout the implant.
The incident is prior to our narrowing down to 3 dimensions and
probably contributes some weight to the narrowing down. It is
possible to run this and spot the 4D mockups to some degree even
if you haven't run the incidents which were designed to block 4th
dimensional perception. This incident was the first 4D incident that
I research and it might be necessary to run it first. It probably has
to be re-run after cleaning up other 4D incidents and unblocking 4D
perceptics.
The implant universe itself seems to be a 5 dimensional construct,
but the perceptions in the incident, and the objects and mockups
used generally have 4 dimensions, hence the title I assigned to it.
I.E., these are 4 dimensional experiences which might be seen as
an array of consecutive pictures within 5 dimensions. The
pictures are arranged in a downward spiral and you feel the turn
as you move from one goal on to the next.
Running the incident will require some understanding of higher
dimensions.
A. NOTES ON HIGHER DIMENSIONS
The term "higher dimension" is really a misnomer. One dimension
is not higher than another. If we are dealing with a 3 dimensional
object, none of the 3 dimensions are senior to the others. If we
make some 2 dimensional drawings of the object, we can select
any 2 out of the 3 dimensions for our portrayal.
It would be proper to refer to a 3 dimensional object as being of a
higher order than a 2 dimensional object. In a similar way, a 4
dimensional object is of a higher order than our normal mockups,
but we could choose any 3 of its 4 dimensions for portrayal in this
universe. So the missing dimension is not really "higher", it's just
extra. Pick an object in the room and imagine that there is more
of it extending off in an extra direction without it bumping into the
things around it. Another useful exercise is to pick an object and
imagine it dwindling off in the distance without moving from its
physical universe position. The distance it is moving away in is a
4th direction which would require a 4 dimensional co-ordinate
system to describe.
In an implant universe, an extra dimension is necessary to handle
the fixed track time component. This also applies to story type
universes (e.g. enjoyable rather than harmful). If we have a 2
dimensional mockup, such as a cartoon drawing, we can stack
many of them up in 3 dimensions and flip through them to get the
apparancy of motion. This is the way we make movies and
cartoons. We build a series of 2 dimensional mockups and make
time the 3rd dimension.
In the home universe era and later, where we are operating in
only 3 dimensions, implant universes are generally 3 dimensional
mockups stacked up in a 4th dimension. In this 4D implant, it is 4
dimensional pictures stacked up in a 5th dimension.
Note that using a time dimension is a very special purpose
application. It is done to record things. Normal life does not
utilize a time dimension.
In recent track, the mockups all seem to have 3 spatial
dimensions. Sometimes there are multiple 3 dimensional universes
interrelated in a 4th dimensional frame, but the mockups are still 3
dimensional. In this case, you might have one reality intersecting
with another and appearing in it as a sort of flat picture. You can
"turn" into the picture and step into it (going off at a different
angle) and then it's a 3 dimensional space and the other reality
looks like a flat picture. The same can occur with 4D mockups in
a 5D framework. I.E., you can turn in a 5th dimension and swing
from one 4D space into a different one. This may be the "turn"
that you feel as you shift between goals in the incident described
below.
Another interesting thing to note is that an object with more
dimensions can look like a near infinite number of different objects
from a lesser dimensional framework. Imagine a 3 dimensional
sphere being seen from a 2 dimensional framework. Consider the
2D frame to be a sheet of paper which cuts through the sphere.
There are an endless number of different positions and angles
that the paper can be in. The 2 dimensional reality would see the
sphere as any one of an infinity of circles ranging in size from a
point up to the diameter of the sphere. Also, there would be many
different circles of the same size cut from different angles
through the sphere. But in the case of a sphere, a single two
dimensional plane would only intersect one of the possible circles.
Now consider a 3 dimensional coil of rope. If you imagine a 2
dimensional plane intersecting it, you will see that the single
3 dimensional object intersects the plane many times and would
appear to be a large number of separate circles in the 2 dimensional
space.
For another example of looking at a higher dimensional object which might
seem like many separate objects in the lower dimension, consider
seeing a chair from a 2d reality. If the 2D plane cuts through the
4 legs of the chair, it will look like 4 squares that are quite far
away from each other and seem like they are separate objects.
B. GENERAL DESCRIPTION OF THE INCIDENT
The incident uses the sequence of 64 penalty universe goals. For
each goal, there are 3 scenes which might be referred to as Be
(being the terminal), Do (doing the goal), and Have (seeing the
results, which will turn out to be a problem).
There are some items in the implant, but they are not expressed in
words or even as simple consecutive telepathic concepts. Instead,
there seems to be a "thought package" which is received as a unit
and may express a number of concepts simultaneously. It's a sort
of 4D thought. At the beginning of each goal, there is a single
thought unit which seems to contain the following 2 sentences:
To exist is to (goal).
To (goal) is to know the (meaning / reason / purpose) of
existence.
The words are just an approximation. Its really a set of
interlocked major thoughts which form a package that you receive
and understand as a single unit even though there is more than
one concept present.
Each goal begins with you "turning a corner" in the 5 dimensional
spiral. Then comes the item given above. Next you feel a slight
shift and then you are in a 4D universe being the terminal.
The terminals are 4D mockups that form a sort of 5D body. You
are this single object (or whatever) which appears as an endless
number of objects in the 4 dimensional frame. The actual mockup
appears to be a 4 dimensional object with an extra dimension used
to replicate it infinitely. For example, the body might be a sort of
4 dimensional golden trumpet. There might be trillions of these
trumpets scatted through the 4D space, not touching each other,
and you are all of them, but you are only a single trumpet that is in
direct physical contact with itself everywhere.
I have tried to approximate these 4D objects using 3 dimensional
terms. It's not quite right and you'll have to feel around for the
actual mockup, but its the best we can do considering our 3D
orientation.
Once you perceive yourself as the terminal, there is a second
shift and you are doing the goal. It seems as if you're doing the
goal in all your body segments throughout space and time and a
lot happens but at the same time it seems like just a single unit
experience of doing the goal. In other words, there is just a
single feeling, a sort of "uumph" of doing the goal and then it has
happened infinitely.
Then comes the third shift and you see the consequences of
having done the goal. This comes to you as a single thought
package with many implications. The consequences will be a
problem which is solved by doing the next goal. So you move
forward out of the 4D picture and turn the next corner.
As you move through the goals, you start to get very anxious
about moving on to the next goal to get rid of the latest problem.
You begin to push yourself forward and build up momentum.
In some manner, every 4 turns takes you around the spiral and
brings you one rung lower (i.e. the 4 goals of one dynamic give
you one circuit around the spiral and the next dynamic is
underneath). But there is also a major cycle where the second
half of the spiral (the lower 8 dynamics) seems to come in under
the first half spiral. It is as if there were 2 spirals acting like
springs intertwined together so that the 8th dynamic is immediately
under the 16th etc. The spiral seems to go straight down and the
shift from the 1st to the 2nd half occurs without a break in the
spiral so it may be that it is really angling around in a 6th
dimension (or maybe the entire space is curved) to get this
doubling effect. When you move into the 8th dynamic items, you
feel the added weight of the upper spiral as a sort of pressure
somatic. By the time you get down to the 4th dynamic, it feels
very thick like being underwater. It is also possible that these
two sets of 8 spiral turns form a double helix as in DNA.
I'm not entirely certain about the context of the incident. It seems
like it is brought into being by group postulation. You're there in
the "middle" of a group of beings and then the incident is created
around you. You can spot this happening to you and also can spot
creating this for someone else and watching others create this for
others. It seems like there is a template which has the pattern and
concept of this thing and then a group of beings get together and
sort of say "lets do it" and then bang, they actualize the template
and there is this glowing silver spiral (double helix?) hanging there
in empty space. The victim is looking at it and then moves (or is
compelled to move) to the entry point at the top of the spiral and
pushes into it.
It is also possible to look earlier and spot building the spiral.
PMEs and other entities are capable of spotting this so it must
have been a constructed as a group effort.
There may also be other early 4D implants which use this spiral
structure.
C. THE START OF THE INCIDENT:
a-1) spot creating the spiral for others,
a-2) spot others creating the spiral for you
a-3) spot others creating the spiral for others
a-4) spot creating the spiral for yourself.
b) The spiral appears and hangs in empty space, it turns until the
entrypoint is facing you.
c) you move to the entrypoint. (also spot intending others to move
to the entrypoint).
d) you flow into it (close up it looks like a silver hollow square,
sort of like a picture frame).
e) There is a flash of light and you get the first item (as a thought
package).
1. IN THE BEGINNING, THERE IS NOTHING BUT THE WILL TO EXIST.
2. TO EXIST IS NATIVE STATE.
(or the cosmic all, or the complete impulse of god, etc. - many
translations are possible.)
3. TO EXIST IS THE ONLY REASON / PURPOSE / MEANING
(again many translations are possible).
4. TO EXIST IS TO KNOW / UNDERSTAND / etc.
With this item, a mockup of the jewel of knowledge appears
before you and bursts into a great flash of light. When the burst
fades, you see stars and slide forward toward them. Then you
feel the first shift as you enter the first picture.
D. RUNNING THE GOALS.
Run each goal as follows:
1. For the first goal, run the beginning sequence given above. On
subsequent goals, spot turning the corner.
2. Spot the items "To exist is to (goal)" and "To (goal) is to know
the (true) meaning of existence".
3. Spot the first shift and then spot being the terminal.
4. Spot the second shift and then spot doing the goal.
5. Spot the third shift and then spot the consequence of doing the goal.
6. Spot turning the corner into the next goal.
The goals, terminals, doingness, and consequences are given in
the list below.
4D IMPLANT PLATEN
----- 16th dynamic (creation) ----
Each one leaves you with a problem that is solved by doing the next
one.
1. To Create.
You are a cloud of glowing golden dots. You create 4th
dimensional creatures and things. (the creatures seem to have
many different 3 dimensional faces or aspects that look a bit like
the various penalty universe body types - i.e., one creature will
look like many different 3D beings).
Consequence: the creations all go out of control and run away.
2. To Mockup.
So you become a set of green frames, like pieces of film, that shift
around in various alignments. The frames reflect the 3D bodies and hold
them in orientations so they stay under control.
Consequence: The creations are lacking in vitality (too thin,
overly controlled).
3. To Intensify.
To handle this you become a set of tendrils of energy which trail out
from what seem like telescopic sights (there are many of these). This
strengthens the creations and makes them solid and persistent. But you
still have them tightly controlled and now they don't move. It seems to
boring, not original enough.
4. To Imagine.
Next you are sort of like a collection of lightbulbs which shine ideas
onto everything. Now everything goes into intense motion. But it
is too chaotic. The various illusions don't integrate well. You
realize that you don't understand what is going on.
----- 15th dynamic (knowingness) ----
5. To Know
Your body is like clusters of nerve ganglia trailing through space.
This lets you know what is happening, but the perceptions are not
integrated or correlated, so they are meaningless even though
you know everything.
6. To Absorb.
So you become a series of clouds which permeate things. This lets you
perceive things in relation to each other. But there is no time or
retention of data, so it cannot be differentiated.
7. To Understand.
Next you are a series of jugs or bottles (almost like kline bottles).
With these you retain data and gain timesense. But the data is all
weighted equally and there is no relative importance.
8. To Learn.
So you become a series of rods and wheels (with teeth as in gears
etc.). You poke these around and learn the relative nature of
things and can now evaluate them.
Consequence: but now you know all about everything and all of
its past and future and it is all too boring and predictable. It is a
no-game condition.
----- dynamic 14 (games) ----
9. To Play.
You handle this by becoming a series of whisk brooms which bat things
into motion and make flows. This introduces randomity and interest. But
you see that all the motion is pointless and needs some purpose.
10. To Exchange.
You are an infinite set of golden wheels. The wheels are
exchanged between the creations and inspire the creations to fair
exchange. Now the game consists of trading. But it is much to
well regulated and predictable, it is too simple and there is too
much order in it.
11. To Compete.
So you become a series of cannon like things which put out
energy blasts that set the creations to moving against each other
and inspire conflict. So they fight. But there is no fairness or
balance to it, it is just chaos and therefore still pointless.
12. To Manipulate.
You become a set of silver spheres. These make the creations
manipulate the exchanges to compete and get ahead of each
other. Some win and some loose. It is better and more interesting
than before. But you see that there is not enough variety to make
the game really interesting. The creations are all too similar.
----- 13th dynamic (change) ----
13. To Shape
Your body consists of many grids / box girders formed of green
lines that angle off in various directions. With these you shape
the creations so that the 3D aspects are very precise. You have
the creations interact directly only on a 3D level so that specific
different 3D aspects of various creations will come up against
each other in various ways. But the creations are still all very
much the same from a higher viewpoint and therefore it is still too
predictable.
14. To Change.
You are a collection of spinning white spindles (like they have in
big textile mills). They spin at varying rates and radiate change,
so the creations change, but at different rates depending on which
aspects face the spindles and how far away they are. But now the
creations cannot relate to each other at all.
15. To Combine.
You are these double wheels which are liked by a bar (like a
bicycle). The wheel pairs overlap pairs of creations and cause an
interchange of elements. This makes all of them partially
combined with each other. But now it seems too chaotic and you
can't differentiate one creation from another.
16. To bring order.
Your body is like treetrunks with branches that make things flow
together and apart. The creations array themselves by similarities
and differences. It is pleasing. But its now a bit too predictable
and there is still no real meaning to any of it.
----- 12th dynamic (Reason) ----
17. To Reason.
Your body consists of many clusters, each of which is a pattern of
golden dots (like the ones in To Create above) linked together by
golden lines. The dots in the structures cascade together (i.e.,
feed into each other up to a culminating point) forming a sort of
computer. You assign meanings to everything, but the patterns of
meaning and the physical locations are equivalent because
everything is grouped by similarities and differences. So the
pattern is too obvious and there is no motion.
18. To Orient.
Your body is a collection of ruler like frames, sort of like the
body type of To Mockup but with co-ordinates marked on them.
You shift the creations around and try to keep them oriented, but
it becomes very chaotic and everything goes into excessive
motion.
19. To Compute
So you become these bundles of rods (or straw or wheat) which
interconnect everything and compute the relationships. But now
everything becomes too pre-determined and does not move.
20. To Guide.
Your body is a collection of Silver Stars which shine. With these,
you act as a guiding light and lead things to different
relationships. It is pleasing but there is no permanency and no
havingness.
----- 11th Dynamic (Construction) ----
21. To Construct.
Your body consists of levers on fulcrums, sort of like seesaws.
You push the mobile creations into building the other creations
into permanent structures. This gives havingness but there is no
plan and it is all chaotic.
22. To Engineer.
So you become a series of golden drops which fall on things and
permeate them and assign meaning and purpose to the
arrangements. But it is still too thin and lacking in havingness.
23. To Build.
Now you become spinning cylinders. You encompass things and
compress them together and build them into things. But now it is
all too solid and there is no space or motion.
24. To Structure.
So you become these oblongs (like dominos) with claws. There is
a sense that these are a sort of 4D tractor. With these you
arrange the creations and pull things apart and introduce space
but keep some solidity and interrelationships. It is now at a
pleasing level of solidity, but it is not interesting enough.
Everything seems too perfect and functional, there is no beauty.
----- 10th Dynamic (Aesthetics) ----
25. To Invent.
You are comets which leave trails of glowing dust behind them.
The trails introduce impurities, arbitraries, and imperfections
which make things more interesting. But the changes are all
arbitrary and without meaning.
26. To Inspire.
So you become a series of little golden trumpets which flow
meaning and inspiration into the arbitraries (they produce a flow
which is a 4D equivalent of sound, but is not sound as we know
it). But these inspired particles are lost in the vastness of the
other creations.
27. To Enhance.
So you become a set of little white candles with golden flames.
These strengthen and highlight the impurities. But you see that
the impurities do not align with each other and therefore the
overall result is ugly.
28. To Beautify.
So you become a series of silver bells which cause the impurities
to interrelate and vibrate in sympathy with each other and as a
result the creations become beautiful. It is very pleasing but the
beauty is ephermal and transient and you can't hold on to it. The
appearance of one thing of beauty draws away the strength of
other ones because everything vibrates with the new item and the
old ones deteriorate and fade away.
----- 9th dynamic (Ethics) ----
29. To Strengthen.
You become a series of golden explosions ( - I originally had this
down as triangles or columns) which flow energy into the beautiful
creations and give them persistence. But the ugly ones persist
with the beautiful ones.
30. To Purify.
So you become wreaths of fire which purge the creations of
undesirable elements. But you can't always tell which are the
good ones and the creations accuse each other.
31. To Evaluate (to arbitrate).
So you become these things which are a bit like veneer calipers,
but in pairs which balance one against the other. You balance
sides and settle the differences. But then the creations attack
each other to weaken their opponents and sway the balance in
their favor so that they will be granted more persistence.
32. To Defend.
So you become these mesh like energy screens which you use to
protect the creations from each other. But the creations are now
resentful of your interference.
----- 8th Dynamic (religion) ----
33. To Enlighten.
So you become these things that seem like narrow little stacks of
fanfold paper which contain explanations. You attach these to
things. They unfold sideways in an extra direction. But the
creations don't believe the explanations and continue to resent
you and begin arguing about the meanings and come even further
into conflict with each other.
34. To Convert.
So you become a series of heavenly gates which bring the
creations to awareness and reverence for yourself. But the
creations still don't understand.
35. To Connect.
So you become these staffs of light which shine on the creations to
bring them into communication with you. Now they understand
but they still will not obey.
36. To Be Worshipped.
So you become thunderclouds which emit lightning and force them
to worship and obey you. But now the creations are all afraid and
therefore unasthetic. You're not pleased with the result.
----- 7th dynamic (spirit) ----
37. To Predetermine.
So you become a series of green roads which angle off into the
future. With these you project good futures for the creations so
that they will not be afraid. But now that they have been re-
assured, they each go off their own way and will not work
together with each other. To avoid each other, they all disperse
into all of space and time.
38. To collect.
Your body is like a series of wicker baskets. You collect the
creations all back together but they repel each other and this
makes an undesirable pressure.
39. To Influence.
So you become these tiny white angels with golden wings. With
these you influence the creations towards affinity and attraction
for each other. but now they all melt together and loose
differentiation.
40. To Permeate.
You become a series of transparent spheres (like soap bubbles).
You permeate the creations and push in space (created within the
spheres) to hold the creations apart. But it is still a confusing mess
and you can't figure out which creation is which.
----- 6th dynamic (Mest) ----
41. To Locate.
So you become a series of silver crosses (these are like religious
crosses, but their purpose is to locate things, the longer bottom
bar is to make it clear which way the cross is aligned. Apparently
these were later used to keep someone located in the grave, and
in that manner became wrapped up with religion). You precisely
locate each creation to aid in distinguishing them. But now there
is no motion (yet again).
42. To Energize.
So you become these spinning spheres of gold (like suns) which
emit streams of energy (like solar flares) that fall onto everything
and fill it with energy and motion and the urge to move. But now
things don't seem solid enough (they flit around too much and
most of the structure and havingness has been obscured by these
later actions).
43. To Solidify.
So you become these spinning cones that suck things in (into the
bell of the cone) and force them to condense (at the point of the
cone). but in condensing, great vacuums are left between the
solidified creations.
44. To Gather.
So you become these fishing nets which gather everything
together. Now it is good havingness again but it is not aesthetic or
interesting or complex enough. It is a hodge-podge collection of
masses rather than an interesting structure.
----- 5th dynamic ----
45. To Grow.
Your body type is a 4D cloud of glowing golden dots and rods
(much like the GE body). With this you make the creations evolve
and structure themselves in aesthetic and interesting patterns. But
it is all pointless because the creations are now all different and
don't relate to each other.
46. To Discover.
So you become a flock of golden arrows which drive the creations
to discover and interact with each other. This is pleasing but the
creations abrade against each other and break off pieces and
cause much damage.
47. To Heal.
So you become something like golden parameciums which "swim"
around within the creations and repair the damage. Now the
creations survive better but they still clash and don't fit well
together.
48. To Establish.
So you become golden harnesses which tie the lifeforms together
and establish patterns of relationships between them. But now the
creations come into conflict (yet again, but now these are much
larger, more solid creations of a different order of magnitude than
the ones earlier).
----- 4th Dynamic ----
49. To Share
Your body type is a series of things like snowflakes (or spider's
webs) which interconnect the creations to reduce the conflicts.
But this makes the creations into clusters which avoid each other.
50. To Unite.
So you become these drums which put out vibrations that drive
them together. This makes the clusters tie together, but now each
one tries to force the others to be like it and follow its pattern and
there is still excessive conflict.
51. To Control
So you become these things like forceps (or salad tongs) which
hold the creations and keep them from fighting. But they blame
each other and try to 3rd party you to get you to do in their
opponents. You can't figure out who's right and who's lying.
52. To Judge.
So you become a set of scales which can balance things and settle
disputes. But you see that the real problem is that there is no
overall organizing pattern on which to base the interrelationships.
----- 3rd dynamic (groups) ----
53. To Organize
Your body type is a set of things that are sort of like shelves with
mechanical arms attached. With these you arrange things. But the
creations don't agree with the organization pattern.
54. To Co-Operate.
So you become these antennas which put out lightning bolts to
force the creations to co-operate. But they don't like it.
55. To Participate
So you become these heater coils which radiate warmth and good
feeling when the creations come together. It is pleasant, but now
it is all too small (too little of the original creations made it through
all of the above, and you built and combined them into complex
structures, so there aren't very many).
56. To Expand.
So you become these golden bubbles (balloons) which keep
expanding outward (in concentric rings) which inspire the
creations to expand. But there are no more of the creations than
there were before, so things become thin.
----- 2nd Dynamic ----
57. To Reproduce.
So you become these floodlights (like clamp lamps) which shine on
the creations and make them copy themselves (split and duplicate).
But they don't like it (it makes for competition from copies of
themselves and is invalidating) and try to avoid the process.
58. To Satisfy.
So you become these mirrors which reflect the creations
throughout existence. This makes the creations see themselves as
copies extending out to infinity and gives them a desire for this to
occur. This makes them want to reproduce, but the copies are all
identical and there is not enough variety (there are only a few
different originals).
59. To Join.
So you become a series of golden double helixes (like DNA, and
very similar to the spiral itself). This causes pairs of creations to
each make a half copy to produce a composite that is a mixture of
both. But the creations don't like the resulting copies (they are
different from them and don't quite satisfy the business of
extending the original out to infinity).
60. To Carefor
So you become these white fur balls (or puffballs) that send out
little white dots that interconnect the creations to their partial
copies and inspire love for them. But now the creations are
careless of themselves in favor of their offspring and fall apart
rapidly.
----- 1st Dynamic ----
61. To Feel.
Your body type consists of towels that stroke things. This makes
the creations feel and carefor their own existence. But now you
see that the originals run down anyway after producing offspring.
You realize that this is because they get used up.
62. To Replenish.
So you become these oil can like things that give the creations the
urge to renew themselves. But they have nothing to renew
themselves with.
63. To Consume (to eat).
So you become these aneobas which show them how to ingest
things to replenish themselves. At first they do this by absorbing
the fragments left lying around by the above sequence of
creation. But this soon runs out and then they have nothing to
renew themselves with. So they begin eating each other.
This disgusts and horrifies you. You want them to stop, but you
don't know how to do it. You look forward to the next goal which
will solve this terrible problem. So you turn the next corner.
64. To Endure.
You become a set of golden pyramids. With this comes the
knowledge that there is no solution but to endure the current state
of affairs (this is your doingness for the goal). You are horrified
by this, but you also "know" that it only would get worse if you
continued on. You must put up with this or the next solution will
be even more terrible. With this you are given a sort of "glimpse"
of the next solution which would be for you to become food for the
creations and you are given the impression of a further downward
sequence which gets worse beyond it, but in which you would not
participate because you would have been consumed by your own
creations.
The End of the Implant: Then you hang onto the goal "To
Endure" and just stay there until you feel yourself pulled out.
You look and see that you have come sideways out of the middle
of the spiral. Then you are told something like "look, we have
rescued you, you should be grateful to us and work for us" (these
are the same characters that pushed you in in the first place).
---------
There are other things to run with this besides the implant itself.
First, you can do a very enjoyable mockup drill of putting each of
the 64 body types into a mest object. Put in thousands of tiny ones
(i.e., fill an ashtray with thousands of tiny golden trumpets to
inspire it, etc.). This may be the actual anatomy of mest. After
doing this, also make up your own arbitrary mockups and fill up
objects with them too (no sense staying in compulsive agreement).
Second, you can find 4D machinery which matches each of these
64 body types. Run it as follows:
a) spot the machinery that is being it currently.
b) have it spot being made into a machine, and the first time it was
made into a machine.
c) Have it spot "To (goal) is native state".
d) Have it spot "Before the beginning there is nothing but the will
to exist".
e) have it spot building the spiral.
Usually all of them for a particular goal seem to blow on one pass.
But you can check for another PME being the machinery if it
seems to indicate.
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Learning implies Learning with Certainty or Learning without Certainty.
Learning across a Distance implies Learning by Being an Effect.
Learning by Being an Effect implies Learning without Certainty.
Therefore, Learning with Certainty implies Learning, but
not by Being an Effect, and not across a Distance.