6109C20 SHSpec-56  Q and A Period: What is knowable to the PC.;

     Attention, etc.

     Why do you get a reaction on the meter at all?  That which is in the ken
of reaction is in the knowledge of the PC.  That which will react is
knowable.  An E-meter can only react on those things which are instantly and
immediately restimulated by the preclear himself.  The reason why you assess
for an engram is not to find the hottest charge.  The reason you assess is to
find out what is real to the PC -- what the PC can connect with.  E-meters
always used to be backed up with clever interrogation.  This is especially true
in sec checks.  If something reacts, it is real.  Don't enforce a reality on
the PC contrary to what the PC says.

     Groupers give the PC an apparency that all time has jammed.  A grouper is
a number of incidents becoming apparently located in one time instant.  The
"collapse of track" that the PC experiences when they hit him doesn't in fact
occur in session.  It occurred at some earlier track point.

     The anatomy of a grouper is commonly a cold-installed vacuum associated
with implants.  A person who has a grouper has implanted people.  The only
thing which can mash electricity like that is a cold vacuum.  You could
brainwash someone by smashing dry ice in his Face and holding it there.  His
bank would collapse.  Cold is extreme stillness.  Time is a temperature.  No
temperature equals no time equals no motion.  Therefore you must not run
no-motion, particularly near a grouper.  So all you can run in the vicinity of
a grouper is motion and time.  It doesn't necessarily work fast.

     Add unknownness to that and it really gets interesting.  You could ask,
"When was the time unknown to you?  What haven't you known about time?  What
time was unknown?  To what person has time been unknown?". "What motion
wouldn't you care to undertake?" gives motion and restraint, or "What motion
was unknown?", which runs surprises and produces mean somatics.  The grouper
will look like it's stacking up and getting worse no matter what you are
doing, but it's not.  That's just the apparency.

     You could relieve the grouper by running out the auditor and the session
where he hit it.  All you have to do to free up a grouper is to find the
picture that the PC isn't grouped in and run it.  This rehabs his confidence
in his ability to run pictures.

     What does a grouper look like?  Like an art gallery, all of whose
pictures were thrown in a heap and glued there.  The incident which produces
one is like this: a rocket jockey lying on a bed.  being hit by electronic
rays, so as to prevent him from exteriorizing and going back to running one of
those planes that's been strafing the capitol.  They do an implant in which he
thinks he's being hit by moving rays, when implant they move in a cold vacuum
on him and plow it straight into his body.  A thetan doesn't move out of that
easily, especially if he's done it to others.  The incident is of a person
lying on a bed with pictures flying at him.  In running it, keep the PC's
attention on the bed, not the pictures.  Find whether he's administering the
implant or getting it.  Keep his attention on the bed and off the pictures.
Use, "What don't you know about that patient?", etc.  You can unveil a grouper
by running ARC break straightwire.  Flatten this before starting to run the
grouper.  And always assess engrams.  Don't take one up just because the PC
seems in it.  Don't run the grouper.  Get the PC out of it.  A PC is so
fixated on it; he is so sure it happened in session that he thinks the session
should cure it.  It was intended when put there to keep the person from
getting out of it.

     What kind of person applies groupers?  Just about everyone in space opera
is liable to decide the enemy's habit of exteriorizing from a body that's been
shot down, getting a new body, etc., must be stopped.  He must be made to
forget the information.  Specialized implanting was the answer.  The most
antipathetic things about the implant are that it's cold, lonely, black, etc.
Put those things together and you get a grouper.  Someone who's alone in his
scout craft for a few years has only his own pictures to look at; he'll
self-audit.  Space itself does a lot of brain-washing.  You hit a meteorite
shower and suddenly you're in space falling into the sun, having just been hit
with a red-hot object.  This mades a hefty engram.  When they implant the guy,
it's presented as a big ARC break, betrayal, etc.  He gets the implant and
never knows if they are his pictures or theirs.  The pictures will all be of a
class.  He'll be sure they're not his, which is a nice trick.  He disowns
them; he takes no responsibility for it.  He dramatizes the irresponsibility
by saying it happened in the session and he can do nothing about it.  But you
can always find other pictures he can run, and some day he'll run the overt
side of it.

     A grouper turns on with a big somatic that makes the PC very
uncomfortable.  This somatic can be turned off with, "What was unknown about
that pain?" That's a very good assist, too.  A PC who's gone into a grouper
can be hard to audit, so it's a good thing to find out what he's in.

     When running engrams, look at why you're running a particular engram.
It's on a terminal chain and should be run as, "What don't you know about
it?", etc.  You're trying to get the PC, as "you" to run a package called a
valence.  The engram is the engram of the valence the PC is in, so you should
mention it while running it.  If you found as a terminal "a looper", you
should use that in running it as, "What wasn't known to a looper?" This also
applies to running groupers.  It's a more serious problem when you have a PC
who's in a grouper and you don't know his goal or terminal.  Well, go ahead
and find the goal and terminal.

     Running engrams in scientology, you run them more symbolically than
verbally.  The same mechanisms are present as in Book I:  bouncers, groupers,
deniers, call-back, etc.  You should use this trick when you find a still
picture: direct the PC's attention to the motion on the other side of it, or
just before or after.

     The Egyptian area is a bad one to get into, because it's confusing and
violates the pcs' beliefs.  It was space opera from one end to the other.  It
was a battleground between two space groups.  Pcs have trouble running it
because it violates their reality, as gotten from history books.  LRH ran an
incident of Egyptians printing books of orders of the day from the invader
force.  He knew there must be motion, and sure enough, he found a battle after
the death of the Pharoah.

     Always audit the motion, the heat.  Never call for the still or the cold,
and you'll keep your PC out of groupers.  It is what happens in the picture.
The picture is held in place by an avoidance of motion or a not-knownness on
the subject of motion, not by someone saying, "Stay there." You audit the
motion, not the words and not stillnesses.

