6109C12 SHSpec-52  Clearing Breakthrough

     [Hubbard adds engram running to Routine 3.  Gives some details of process
sequences.]

     ARCB processes:

           1. What have you been unable to tell an auditor?

           2. What has an auditor failed to do?

           3. What did an auditor do?

                    [More details on Goals running and ruds]

     Engram running is important in clearing because LRH has learned that a
somatic cannot be unburdened.  A somatic is where it is, at the tension and
velocity that it is, and it is nowhere else, It is totally independent of all
other incidents.  It discharges only as what it is and not as any lock.  And
no matter how thoroughly it has been unburdened, it will come on with the
same intensity when you find it where it is.  All the PC's hidden standards
and PTP's of long duration stem from the first engram you will contact after
the prehav assessment.  No generalized process has ever made those chronic
somatics less.  When you run the engram, the PC's PTP of long duration will
vanish, and that is the only way it will be solved.  The is-ness of the
situation is in the time and place of the situation and nowhere else.

     The "engram necessary to resolve the case" didn't resolve the case in
1950 because it was not on the goal-terminal line of the PC.  It wasn't an
earlier incident.  The engram necessary to resolve the case is on the
goal-terminal line of the PC, so unless you found the goal-terminal line of
the PC, the engrams aren't going to reduce rapidly.  If you're not on the
goal-terminal line of the PC and he's not in valence, you're in for 75 hours
of no reduction.  In running engrams in R-3, the engrams run easily because
they're on the PC's goal-terminal line.  You've got the PC in the valence that
was the destructive valence of his case.  What has been solved is:

           1. How do you get a PC in valence on an engram?

           2. How do you find an engram on the case that will run?

           3. What is the engram necessary to resolve the case?

     The reason you've had trouble with engrams in the past is than they
weren't on the goal-terminal line.  The PC was out of valence, and the engrams
were associated with other chains.  Now this is all handled, as long as the
auditor has a reality on what a bank looks like.  If he has this reality,
he'll know, for instance, that the PC's misemotion while running as engram
stems from the engram, not from what the auditor is doing, and why.

     You can get the PC's resistance to the forward motion of the action off
the engram by running it backwards.  Then the PC can confront more of it.

     This data has nothing to do with occlusion of cases.  An occluded case is
just one who is stuck in an occluded engram -- something with a black field.
There is a condition of pretended knowingness which can get in our road.  It's
a super escape factor.  When the knowingness is too horrible and the
not-knowingness is too thick and the person feels too stupid about it, he's
likely to dream it up such that it will have nothing unknown about it.  You
won't get any of these with the prehav technique.  The keynote of an engram
is the fact that the PC knows nothing about it.  Pretended knowingness will
get in your road, and you'll buy garbage.  Then one day you'll invalidate a
PC's data.  But do run the engram.  Don't jerk the PC's attention off the
engram.  when he's got all the unknownnesses out of it, has no more somatics,
have him go through it a few times to see if there's anything missing.  See if he's got sonic and all the other perceptions out of it. Don't try to force them to be there.  Just note it, so when you've run a few more, you can go back and run it.  Perceptions are the last thing to turn on. Just be sure you get all the perceptions out of it eventually.  Don't make it too real to the PC; let it be comfortably real.  Perception is something which turns off gradually.  Somatics are right now.

