6204C17 SHSpec-133  How and Why Auditing Works

     The two-pole nature of the universe has to do with why auditing works.
There is mathematics connected with it, developed by Buckminster Fuller:
Dimaxian Geometry.  This proves that the universe could not exist without two
poles.

     The lowest level of observation is being something.  At this level, you
cannot see something because you are being it.  "Know thyself" has been
introduced as a trap for thetans.  The only way you could know yourself,
seemingly, would be to view yourself.  [But then how could you be yourself?
The very definition of observation appears to involve the communication
formula: duplication.  But how can you duplicate something without an
intervening space between the thing and its duplicate, unless you are as-ising
the thing?  So, unless observation is as-ising, it must involve space and
therefore separateness:]

     The GPM contains in it anything you need to know about the nature of
problems.  Problems are balanced forces in opposition, hung up in time: World
War I, for instance.  In a GPM, the intentions of one kind of beingness oppose
the intentions of another type of beingness exactly equally.  If two sides of
a problem are not equal, they don't hang up because one side overwhelms the
other.  This is a rare situation; hence the fewness of items.  A person has
been many more beings than are in the GPM.  The GPM stays with a person
because of the balanced, timeless quality of it.  There is also free track,
which can contain engrams that can be run out.  The GPM is the unfree track.

     It is really quite unlikely that two valences would balance like that.
They would tend to get unbalanced or wear out.  But GPM's are stuck in PT.
Each GPM has lots of minds in it, each with an accumulation of locks.  If each
valence had two hundred lock items, and a GPM had, say, twenty packages in it,
you would have four thousand minds in the GPM.  The locks can be just as
effective as the items themselves.  The lot of it, plus the free track on both
sides, is the reactive mind.  Running free track unravels a lot, but never
quits explains everything.

     Packages, composed of terminal and oppterm, tend to lock up the rest of
the track.  Other things collide with them.  Right in the middle, you have the
waterbuck and the tiger.  Adjacent is the priest and the vestal virgin, then
there is God and the Devil.  All these oppositions, each pair perfectly
balanced, accumulate to themselves other identities that are hanging around,
and you get collapsed track.

     These are represented in the bank by spherical masses.  Inside each
spherical mass, there are compartments of thought, because the person usually
had a head in which he did his thinking.  So the GPM tends to approximate a
head, with a think-think-think in the middle of it, and it is usually empty.
All through the GPM, there are little compartments with ideas in them, so you
get trapped thought, ideas enclosed by force.  These can be dramatized.  When
spherical shapes are counterposed against other spherical shapes, these things
are hung up, one against the other, to such a degree that neither one can go
away.  This is the final material form the GPM takes.

     All this comes down to fixated attention: concentration upon the
oppterm.

     Electronically, no power can be generated until you have two poles, fixed
in separate positions in space.  The mind is composed of energy, which exists
in space and condenses down to masses.  In the reactive mind, there is no
time; all time is now.  We must assume that if we have flows, electrical
masses, current, standing waves, etc., there must be two poles involved.
Otherwise, there would be no flows.  People would never have somatics.

     This has a lot to do with CCH's.  Auditing is effective only in the
presence of at least two poles.  This doesn't mean you can't ever self-audit,
but it does mean that when you do it effectively, you have two poles.

     The PC who never cognites is a bugaboo to auditors.  He is running on one
pole, a pole that has thought in the middle of it and standing energy waves
outside of it.  He is in the thought area, and he keeps running through the
energy.  When he has ideas, they are the ones packaged in that thought zone.
He is being that mass, not viewing it.  He is not viewing another mass,
either.  He is also not viewing the auditor.  He is being something and
observing nothing.  Only if he can observe other things will he make gains,
because then he has another role.  If he is just being that one thing, he will
be unable to change.  It would be

     OK if he could view something, like a glass.  There he would have two
poles.  He could as-is the cigarette lighter.  In this situation, you would
get tons arm action.

     Also, in session, if you can get the PC to look at the auditor, you have
a two-pole situation.  If that isn't happening, you get no change on CCH's.
On 3DXX, you will get TA action as long as the PC can look at the masses in
his mind, giving at least two poles.

     There are two ways CCH's could be run:

         1. Dummox style:  The auditor makes the machinery work to do the
                           process.  This will still produce results in 500
                           hours or so.

         2. Right style:   Get the PC's attention on the auditor and the
                           environment by maintaining 2WC with the PC.  You
                           handle the PC's attention towards his mind by
                           taking every twitch as an origin.  This gets him to
                           look at what he is doing and exteriorizes him from
                           it.  Then you can get change, because he is looking
                           at what he has teen and done and isn't still being
                           it.

     It is a good idea to key out as many masses as you can before starting
3DXX.  You want to key out looks, inverted loops, etc.  You don't want to mess
around with this in 3DXX.  Otherwise, he is always dramatizing these locks and
has PTP's.

     When the PC is listing items he has been every one of those items or
raised Hell with them.  In getting him to list, you have made him exteriorize
to some degree from say, five hundred identities.  The one the PC is being in
PT does not discharge because he is being it.  If he wasn't in it, it would
discharge and quit reading.  This is the one that hangs up in time the
hardest.  The oppterm is what he is concentrated on.  Now you have a two-pole
situation right there in the bank, and the two will start to discharge.  The
thing that makes the GPM hard to tie down and makes 3DXX sometimes hard to do,
is that he is obsessively being the internal items and sometimes so slightly
being the initial ones you find, that sometimes the terminal and the oppterm
are widely separated in the GPM.  Early on, commonly, you get a terminal and a
plausible oppterm -- only there are twelve items between before they meet each
other.  When they don't hit square on the nose and go, "Poof!", you have
intervening packages.

     The PC has a no-knowingness of his beingness.  He may think that he is
being a man, but actually he is being a waterbuck and/or a tiger.  Ask Joe why
he is biting his fingernails.  He'll say, "Oh, am I?" He never thinks to ask
himself, "Who or what would bite fingernails?" It is probably to scratch out
waterbucks' eyes!  A person starts worrying about "himselves".  Well, he has
to step back and look.  All processes are exteriorization processes.  Just
exteriorize the PC from different things.  CCH's make PT comfortable enough so
the PC can exteriorize from various parts of the past in which he has been
sitting for trillenia.  CCH's don't go all the way, but the PC sure feels like
they do.

     All the way up from CCH's to 3DXX, you have a two-pole situation, first
with the PC as an object, then on up to the PC being a being, stepping back to
look at a mass.  On Routine 1, we were exteriorizing a somatic.  The PC
exteriorized as a mass.  3DXX exteriorizes people out of past identities.  The
PC hasn't even been in his head for an incalculable period of time.

     If you run CCH's smoothly and correctly, the PC can as-is old facsimiles
and come gradiently out of old bits and pieces of the past.  He goes through a
sequence of exteriorizations.  It shifts the bank and the PC feels better
about PT. When we have him as close to PT as possible, he should move on to
3DXX.  He will come out of masses as a mass, duplicating those identities.

     TA action comes from the PC looking at something, whether or not he is
being something else.  Feelingness is a lower-scale substitute far
lookingness.  "Touchy-feelies" work for that reason.  Knowing this, you could
invent some new CCH's, but these would only be as good as they cause a
two-pole situation to exist in the session.  You must keep directing the PC's
attention to his bank, or else he will never come out of the bank.  For any
"think" process to work, the PC has to be one mass in his mind, looking at
another mass in his mind.  When you have that, you can have TA.  In the CCH's,
the auditor and the environment act as the other pole.  If the auditor audits
CCH's like a steam engine, they will work even then, but more slowly than when
the auditor makes PT OK to the PC.  On CCH's, you must:

          1. Keep PT attractive to the PC.

          2. Do them precisely.

          3. Keep in 2WC.

          4. Keep the PC's attention on what is happening with his somatics.

If you do these things, the PC will just sail on the CCH's.  They are not a
slow process; they are a very fast process.

     An instant before a somatic turns on, the PC is being it.  Then, when he
feels it, he is exterior from it, so you are setting up a two-pole situation
in the bank by getting the PC to exteriorize sufficiently to stop being the
somatic and to see it.  In 3DXX, you are finding out what the PC has been and,
when he sees it, he ceases to be it.  3DXX exteriorizes the PC from the past
identities he has been and does this in assessing very fast.  It is like
telephone poles flying past.  He has been in every one of the items he gives
you.  You can actually thus kick a PC out of his bank.

     You will only get TA action as long as the PC is looking at something or
at least feeling something.  No TA action = no two-pole situation = you are
doing something wrong.

