Grade 6: R6EW Process

Reference: Scientology Grade Processes

Here is a glossary for the key words of the Grade 6. This glossary provides the knowledge for both understanding and applying the R6EW process.

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Grade 6 Glossary

BEING 

  1. The basic impulse of this universe is to evolve. A “Being” is simply a “mental form” of this impulse as contrasted from the physical form. 
  2. The “being” gets attached to the physical form through its considerations that do not perceive the dimensions of the universe cleanly for what they are. (See DUALITY)

CASE SUPERVISION
In Scientology, there is always somebody telling the person what to think of his case and how to run it. Scientology never trusts a person with his case. There is mistrust built into Scientology. This mistrust can be discarded once the person is trained on the discipline of how to look at his case. This discipline includes the following:

  1. Do not avoid or resist thoughts, emotions, feelings, sensations, etc. Simply confront them.
  2. Do not suppress any mental phenomena; instead let anything suppressed be released. 
  3. Let the mind unwind naturally without interference. 

CHAIN

  1. A series of recordings of similar experiences. A chain has Engrams, Secondaries and Locks. 
  2. Incidents of similar nature strung out in time. 
  3. A series of incidents of similar nature or subject matter. 

COUNTER-PURPOSE
The counter-purpose is found by simply changing the noun (the last word in the purpose) to its opposite. “To create beauty” is the opposite of “To create ugliness.” The opposite of the “end word” changes purpose to its counter-purpose. (See END WORD)

DICHOTOMY

  1. A Dichotomy in relation to GPMs means plus and minus. A plus word and a minus word. They are of the same order of things. They always belong to the same overall group or subject. A crude example would be “A Pear” and “Pearlessness”. That’s a Pair, a Dichotomy. We could have “White” and “Black” form a Dichotomy. The subject they have in common would be visibility.
  2. Plus and minus form a current between them as you will find in an electrical battery. We don’t simply mean active/passive. For example, the active, such as “Soldier” and the passive, such as “Civilian” do not form a Dichotomy. We mean the bold PLUS and MINUS of something, two opposites of a major subject or idea. They are opposite ends of the same scale.
  3. Each major idea has two parts: a PLUS and a MINUS. These are opposed to each other. They interchange current. They are in conflict. What is generally agreed to be the unwanted or poor side is minus. What is generally conceived to be all right is plus.
  4. On the subject of war the Minus to a soldier could be a pacifist activist. Or it could be a friendly soldier opposite an enemy soldier. Other example: we have the major idea that an individual has a financial status. Wealth is the PLUS and Poverty is the MINUS. So, a DICHOTOMY means two parts of a major idea. We have two opposites in active conflict with each other. 

DRAMATIZATION
Dramatization is strange and irrational behavior dictated by the Bank.

DUALITY

  1. Duality is basically the two ends of a gradient scale contrasted against each other. The whole scale may be perceived as a dimension of the universe.
  2. By considering the whole scale in its totality one becomes exterior to the duality. This means that one can compute with this scale (or dimension), rationally without becoming a part of that computation.

DUAL UNIVERSE
“The Dual Universe” simply means that the universe has dimensions. (See DUALITY)

END WORD

  1. The noun part of the purpose is called an “end word” because it occurs at the end of the statement of a purpose, such as, the word “confidence” in the statement “to develop confidence.” (See PURPOSE)
  2. An End-word is the final word of a Goal. It is always a noun or a condition made into a noun. For example, with a Goal such as “To Grab Books”, ‘Books’ is the End-word. Each End-word, however, has many verb or action words related to it, thus making up a series of Goals. (‘to grab books, ‘to read books’, to burn books’, to throw away books’, etc.) 
  3. End-words are called End-words because they come on the end of each Goal in a series. It is the End-word that is the common denominator to the whole of a GPM. 
  4. The end word is the most expressive significance in any GPM. It is the common denominator of all its reliable items. An end word appears at the end of the item, such as, the word “cats” in the item “to catch cats.” A reliable item has other  items locked on to it. The discovery of the reliable items with the end word desensitizes the GPM greatly. Each end word has many root words. In theory, End words would be the least restimulative thing to find. In actual practice the finding of end words brings the most R6 early case gain.

ENGRAM
Engrams contain pain and unconsciousness, while secondaries contain misemotion and dramatization. “Boil off” is a dramatization at the level of engrams. Engrams, secondaries and locks follow a pattern as they are exact recording. They are part of the input that is not assimilated into the mental matrix. All other input is assimilated out of which memories are reconstructed routinely as part of computations. Memories are not recordings.

EXTERIORIZATION
An exteriorization is the freeing of attention, which is usually interiorized into the unassimilated recordings of the body-mind system (the bank). A person needs to exteriorize from his bank before he can have some reality on the bank. The problem is how to exteriorize the individual so he can view his bank. 

FIXED ATTENTION
The “being” gets fixated on single values to the degree it is unable to perceive the underlying dimension(s). (See BEING)

GOAL: 

  1. A long-time effort to reach a certain end result. This end result can be a beingness, doingness or havingness. Example of a beingness: to become the leader or top figure of something. Doingness: To become the best (most skillful) chess player I can be. Havingness: To own a million dollars of property. 
  2. Over time the PC has pursued many different Goals. Some of these major Goals (one at a time) defined the Beings livingness; his beingness, doingness and havingness. To succeed the Being had to overcome obstacles and opposition.
  3. Any such Goal will have a long series of Engrams, Overts and Withholds, etc. connected to it. If we have the Goal ‘To reach the North Pole by dog sledge’ (just an example) you can imagine the troubles and hardships the person had to endure to succeed. Injury, freezing, exhaustion, starvation, fighting polar bears, causing death of other expedition members, etc. They all formed Engrams, Overts, Withholds, etc.
  4. A Goal in a GPM starts with “to” and then it has a Root and then it has an End-word. A Goal could be: “to catch cats”. “To catch” would be the root, and “cats” the End-word.

GPM (GOALS PROBLEM MASS):

  1. At the core of the mind there is a natural impulse to evolve. This impulse is expressed more specifically as goals a person is pursuing. Where the person’s goal meets constant opposition, unresolved mass is created. This is a GPM (goal problem mass). A GPM consists of a terrific significance or a lot of mass that a person cannot confront. The significance is primary; the mass is secondary. The one who is in the institution is dramatizing significance totally. The one in hospital with aches and pains is dramatizing mass. 
  2. A GPM is composed of mental masses and significances which have the same general pattern from person to person. The significances and masses in GPMs dictate certain types of aberrated attitudes and behaviors, pains, sicknesses, feelings of heaviness, tiredness, and other undesirable things. The significances are usually behind aberrated behavior; the masses, when pulled in on the individual, are more likely to cause psychosomatic illnesses, pains or feelings of heaviness and tiredness. 
  3. A mental energy-mass (or ridge) in the Preclears mind. It came about as a result of a series of long-range Goals the Preclear pursued over many lifetimes – one at the time. Each built up mass due to opposition from others and ensuing Engrams, Overts, Withholds, etc. – as explained under ‘Goals’ above. A Goal is pursued for many, many years and builds up mass. It’s what defines the persons beingness, doingness and havingness at the time.  The conflict between this Goal and the opposition it faces and continuously has to fight is the basis of the GPM. A new version of that Goal and its opposition adds a new Pair to that GPM. Each Pair is in other words a recorded “eternal conflict”. A GPM that comes about this way (as a result of living) is called an Actual GPM.
  4. The GPM is a problem created by two or more opposing ideas. They confront or oppose each other in a balanced way. This unresolved conflict of ideas or Goals results in a mental mass. A GPM is a mental energy mass.
  5. Ron Hubbard explains the basic mechanism this way: “If you took two fire hoses and pointed them at each other, their streams would not reach each other’s nozzles, but would splatter against one another in midair. If this splatter were to hang there, it would be a ball of messed up water. Call hose A the force the PC has used to execute his Goal. Call hose B the force other dynamics have used to oppose that Goal. Where these two forces have perpetually met, a mental mass is created.
  6. This is the picture of any problem – force opposing force with resultant mass. Where the PC’s Goal meets constant opposition, you have in the Reactive Mind the resultant mass caused by the two forces: GOAL = force of getting it done, OPPOSITION = force opposing it getting done. This is the Goal Problem Mass.” (excerpt from taped lecture).
  7. Any anomaly may be resolved using the GPM technology of Grade VI. Find the too opposing ideas in that anomaly. Reduce those two ideas to their broadest expression. Then find the missing gradient between them.

GPM, ACTUAL

  1. An ‘Actual Goals Problems Mass’ comes about as a result of pursuing own Goals in life and living. Within one GPM there is a series of related Goals, all related to one major subject expressed as a noun they have in common (End-word) in the Goals statements.
  2. In pursuing a Goal, the activity will generate opposition and opponents. It quickly develops into a game with two sides. The Terminal (self) pursuing the Goal on the one side and the opposition and opponents on the other; the opposed side adds up to what we call the Opposition Goal and the Opposition Terminal (Opp-Term). The two sides of the conflict (Terminal><Opposition Terminal) are under one is called a Pair.
  3. Such a conflict builds up a mass. At some point the Preclear decided to give up on that Goal. Failures, Engrams, Overts and Withholds will have added up and made it too hard to continue. The Preclear will try a slightly different approach, the next Goal in that GPM. After a while that is too painful to pursue as well. The recording in the mind of each conflict is left behind and the Preclear will go on to a new approach. We get a series of Pairs consisting of real identities, so-called reliable Items (RIs) operating on opposite Goals. There is a finite number of such Pairs in each Actual GPM. Each Pair is related to the next Pair in a set pattern. In other words, within such a series of Goals the next Goal in line is a close relative to the previous one. Fictive example: The person’s beingness could be a “God’s Man” with the Goal “to do good deeds”. An opposite Reliable Item could be “The Devil’s Servant” with the Goal of “to do the Devil’s deeds”.
  4. This, as an active conflict, took place in some period of the past; it has a definite location on the Preclear’s Time-track. The beingness (RI), ‘God’s man’ with the Goal, ‘to do good deeds’ was at some point abandoned as the Thetan failed to live up to it over time due to the opposition and Engrams, Overts and Withholds accumulated that made it too painful to pursue. The Thetan’s next beingness (RI) could be “A just man” with the Goal “to reward good deeds”. This could be opposed by something like “to invite bad deeds” done by “The Devil’s tempter” and we have the thing going. As you can probably see from the example a Goal and beingness can be opposed in various ways. The obvious one would be “to punish good deeds”.
  5. This series of conflicts between two opposite Goals and beingnesses (RIs) would be the basic pattern of how the black masses called a GPM are formed. At some point anything that has to do with “deeds” (the End-word) will be abandoned and a completely new series of Goals is started, forming a new GPM.
  6. Actual GPMs in terms of aberrative power are much stronger than Locks, Secondaries and Engrams. An actual GPM gets built up over a vast period of time. Ten of thousands or millions of years and countless lifetimes. It’s the PCs whole-track history that stacks up this way. It’s like an actual GPM is similar to a big, solid mountain; Engrams and Secondaries are like the grass growing on the surface, and Locks are like smoke blowing over the grass just obscuring it.
  7. A GPM consists of pairs of items in opposition to each other. The GPMs exist in chains with the interfaces consisting of overlapping items. The “bottom” GPM is the first GPM furthest from the individual. All GPMs from the top to bottom are interlocked with each other. The problem is to plot all the GPMs precisely in the correct order. There is too much tension and you can’t afford to make a mistake. All the GPMs and their items must follow the rule of continuity, consistency and harmony. Resolving anomalies at this level leads to overarching gains.

GPM, IMPLANT

  1. An Implant GPM is a GPM made up of Goals (and their opposing Goals) which are not the Preclear’s own but which have been implanted. The Goals, in other words, did not come about as a self-determined decision and course of action but simply as an Implant. Such an implanted GPM would derive its real power from Actual GPMs.
  2. The power of Implanted GPMs over the Preclear are based on the mechanics of the actual pattern of living (Actual GPMs). They are implanted maliciously to entrap a Thetan and enforce obedience to certain behavior patterns.
  3. The Goals implanted are not individually based on the Thetan’s history but is a general pattern of Goals selected by the implanter to bring about maximum obedience and easy control of a whole group of individual subjects.

GRADE VI (R6EW)
In Grade VI we want to find pairs of opposite end words. These end words are always nouns. For example, if one wants to express how one feels in terms of end words, the dichotomy “elation” and “depression” might be found. Finding and running many pairs of end words releases a person from this subconsciously held conflict. (See REACTIVE MIND)

IMPLANT

  1. An Implant is an intentional action of overwhelming the Being (Thetan) with an idea, Goal or other significance. The overwhelm can be done by various means, including aesthetics and drugs. The most common method of overwhelm on the Time-track applies some kind of electronics or electro-chock.
  2. The Implant is a way to install a fixed idea in a Thetan’s mind by artificial means. It is done in an attempt to gain control over that Being’s behavior.
  3. An Implant is shocking someone with an electric shock and saying something at the same time. Also it could be making a loud noise and at the same time saying something, doing this on a patterned basis. 
  4. The action of implanting is, essentially, being made to believe in something without being allowed to actually examine or experience it. This could happen at the level of setting one’s goals. The solution to any implant is simply to examine it closely and handle any inconsistency in it. Dependence on E-meter to validate one’s assumptions may serve as self-implanting.

ITEM

  1. On CC and Pre-OT II it simply means a line from an Implant Platen.
  2. The term Item is used to refer to Terminals inside a GPM. There are two different kinds of Items: A) Terminals and, B) Opposition Terminals.

LINE PLOT

  1. Each GPM has Items, by definition. When these are mapped you have a Line Plot. The Line Plot shows the pattern of the Items inside the GPM–how they relate and interact. In some Implant GPMs the Line Plots are already known. The Preclear will be given a full map (the so-called Platens) and does not have to map the Line Plots himself. 
  2. A line plot provides the framework of purposes into which the 9 pairs of reliable items are fitted. Lines are drawn on a sheet of paper between terms and oppterms derived from each other. A line plot essentially plots the precise structure of the GPM as to how it was formed. The top and bottom items are joined so the plot of a GPM looks circular. Each full goal, like To Grab Books, would have a Line Plot with items like “Grabbing Books,” or just “Grabbed Books.”

OPPOSITION TERMINAL (OPP-TERMS)

  1. An identity (or Item) which the Pre-OT has in opposition to his own intentions. This is (was) in other words a hostile identity or someone in opposition to the Pre-OT. This was usually sometime in the past, but enemies/opponents (and masses in the OT-Bank connected to them) can of course exist in present time as well. We call them opposition terminals – or simply Opp-terms. The Pre-OT recognizes such a terminal as ‘I am not being that identity’. Therefore, it can’t produce pain; the Pre-OT can only experience sensation from it. 
  2. When such an Opp-Term (meaning the mental masses such a ‘not me’ beingness has left behind) is contacted in processing it produces only sensation, never pain. What is taking place inside these GPMs could be compared to an electrical circuit or current between a Plus Terminal and a Minus Terminal. We find these two types of Terminals within a GPM. That is just a matter of empirical experience. 
  3. The one type of Terminal (Term) is the part the Pre-OT thinks of as his/her own valence, himself or herself. The other type of Terminal the Pre-OT thinks of as being in opposition, Opp-Terms. Both the Terminal and the Opp-Terms in the GPM have mass and significance and have the appearance of receiving and giving communication; so they are both correctly labeled terminals.

OVERRUN
Overrun occurs when the natural processes of the mind are interfered with or bypassed.

PAIR
A set of two; two that go together. The Term and Opp-Term form a Pair.

PLATEN

  1. A platen is a card with holes in it that is put on another paper and has in it the line plot mostly written out.
  2. A Platen is a map that gives the content and sequence of one Implant. There are many Implants and many Platens that make up the Level. One line on a Platen is usually considered as one Item. It is used on the CC and Pre-OT II.

POSITIVE & NEGATIVE
Positive (plus) and negative (minus) are the considerations applied to the two ends of a dimensional scale. What is generally agreed to be the unwanted or poor side is minus. What is generally conceived to be all right is plus. Wealth is the plus and poverty is the minus. Elation is plus and depression is minus. (See DUALITY)

PROBLEM

  1. Anything that has opposing sides of equal force, especially postulate-counter-postulate, intention-counter-intention or idea-counter-idea.
  2. The ultimate problem is conflicting and opposing purposes or goals held in one’s subconscious. Underlying the persistence of a problem is fixed attention. Attention is fixed because one is unable to perceive the dimensions of that problem in their totality. (See FIXED ATTENTION)

PURPOSE
The basic purpose of the primary impulse is to evolve. As the being takes on simple or complex “mental forms” so does the purpose. The being and purpose are essentially one and the same. The purpose is the reason Being is there. (See BEING)

REACTIVE MIND
The core of the reactive mind is made up of conflicting and opposing purposes (or goals) held at a subconscious level. (See PROBLEM.) The structure of this core may look like this:

  1. To create beauty / To create ugliness
  2. To avoid ugliness / To avoid beauty
  3. To have success / To have failure
  4. To develop confidence / To develop shyness 

REHAB
A person needs to be guided when auditing the contents of his mind. Part of this guidance is to support the natural functions of the mind and not to  interfere with them. When the application of auditing has interfered too much with the natural unwinding of the mind to the point of reversing it, then the rehabilitation procedure is required. The mind is in the state it is because it has been interfered with too much already. 

RELIABLE ITEM
Reliable item is the actual beingness of the person in the past. There are 9 pairs of reliable items in every GPM, which are obtained through the process of listing and nulling. These items are terminals, opposition terminals,  combination terminals or significances. A reliable item has a lot of tension associated with it. It can be used to obtain further items. Reliable items should be discovered in pairs.

REPEATER TECHNIQUE
The basic technique used in auditing out known Implants. Generally speaking, the Solo-auditor will take up one Item at a time from the Platen. It can be a verbal Item or a non-verbal one. Each Item is addressed many times and will read on the Meter. Gradually the charge will get flattened (much like flattening a button when doing bull-baiting on TR-0). When a particular Item no longer produces any Meter reaction the Solo-auditor moves on to the next Item.

ROOT-WORD

  1. The root word relates to the impulses in the bank. Root words appear in all GPMs. They repeat down the whole bank. The same roots apply to each pair of end words. The same applies to items in the Line plot.
  2. The Root-word is the verb. It’s what we are going to do to the End-word. In the example under “end word” ‘books’ was the End-word. The verbs ‘grab’ ‘read’, ‘burn’, throw away’, etc. are Root-words. Each Goal in a GPM consist of a simple statement. All Goals in one GPM have the End-word in common. The Goals make up a complicated and conflicting pattern of forces due to the Root-words. You have to do dozens of conflicting things with these books to try to comply with the GPM.
  3. The Root-words are heavily repeated in the GPM structures of the Bank. Don’t chase them.  If you try to find them out of context of the whole pattern you may restimulate many End-words. This is because the same Root-words apply to many widely different Pairs of End-words. The Root-word “to grab” can be followed by all kinds of End-words: “to grab books”, “to grab clothes”, “to grab food”, and so on.  End-words apply to finite sections of the GPM Bank and are less prone to cause crisscross restimulation. Running End-words, on the contrary, causes a net blow of charge and is thus good processing resulting in erasures and EPs.  
  4. On OT II knowing all these rules and forces inside a GPM is not that crucial as the Pre-OT follows a mapped route, called a Line-Plot. The Line-plot of Pre-OT II gives a set of Goals and Items all Pre-OTs have in common.

R6 AUDITING
You have got some locks and then some closer locks and then you get an actual end word and then you could find the pair to that end word, and the first moment that you find the end word the pattern of the GPM starts to unsnarl. The pattern starts to emerge in sixes, and then he starts to see inconsistencies in the remaining patterns and cognites. Then you could work out your line plot and find out what it’s all about.

R6 BANK
This is the core of the mind made up of basic impulses of a person, which are expressed as goals. The bank has a very precise structure. At the core of the bank are GPMs. The impulses underlying the GPMs are natural. They assume fixed patterns when met with continued opposition. There is a lot of tension built into the GPMs that needs to be sorted out with precision. This all happens according to certain principles.

R6EW

  1. So when it is called Routine 6 End-Words it is because the End-words are what we are interested in and what we find and finding them and finding opposites give us a tremendous look at this whole core structure of the Reactive Mind and its GPMs and we are capable of accomplishing high level Key-outs.
  2. This is the first process of solo auditing. In starting R6, the solo auditor, regardless of the availability or the Line Plot, Root Plot and End Word (or Series) Plot, should find his or her own pairs of end words. Two pairs of end words properly found is equal to about one clear in terms of case gain. But the end words to be found must be the ones in restimulation on the particular case. R6EW simply consists of this: find an end word, preferably the one you are dramatizing, then find its pair. The main rule is always find the pair, don’t leave one. The idea is to find the complete pattern of the enforced areas of the bank.

Question: “What am I dramatizing?”  (Or “What word might I be dramatizing?”)—What noun (or a word function as noun) is being dramatized.

  1. Write down the broad areas where the attention is fixed, or where it gets easily dispersed.
  2. Note down how you react to those areas.
  3. Reduce that area and the characteristics of your reactions to a single NAME WORD.
  4. Do it very precisely. Keep on trying until you feel that you have it precisely.
  5. A suppress or challenge read serves to prove the end word. (Have I challenged Cats?)
  6. Note down the opposite of this end word. See if it proves out also.
  7. Now you should have a pair of end words that relates to you in a very intimate manner.
  8. The end word could be the name of some attribute, quality, desire, behavior, etc (abstract noun). 
  9. It could be singular or plural. It could be narrow or broad (in terms of dynamics).
  10. Find the first pair with certainty before your repeat this process.
  11. If you feel bad, recheck the end words already found, and find the right ones.
  12. Don’t stray into looking into roots or goals. Just focus on end words.

R6EW COMMANDS
Each command is independently run.

R6EW F1:

“What am I dramatizing?”
“What would oppose that?”

R6EW F2:

“What have I caused another to dramatize?”
“What would oppose that?”

R6EW F3:

“What are others dramatizing to others?”
“What would oppose that?”

R6EWS
There are six end words of the same breed. The main pair is in the middle, and the modified pairs are on either side. They form a gradient. When the gradient is missing, you are going to find the track bunched up, or where these two things  don’t belong together, and this is pulling the whole bank out of shape. Recognizing this leads to overarching gains.

SOLO AUDITING
Solo-auditing is different from self-auditing in that it uses Model Session form. Solo Auditing is exclusively an R6 activity. Solo auditing is a specialized activity and only for the provisional Class VI.

TERMINAL (TERM )
It is any fixed mass used in a communication system as an end-point or relay-point. It is any mass used in a fixed position in any communications system. Examples would be a person’s body – what you perceive as being him/her. But a post or hat in an organization would also be a terminal. It would be anything you would confidently send a communication to with the understanding that it would be received, duplicated or relayed.

TERMINAL (in GPMs)
An identity the Pre-OT has actually been at some point in the past (plus the Pre-OTs identity in p.t.). It is “the PC’s own valence” at that time. In the GPM, those identities which, when contacted, produce pain are the Terminals. The person could feel pain only as himself (Thetan plus body). Identities the Pre-OT has actually been produce pain when the mental black masses they left behind are contacted in processing.

WHOLE TRACK

  1. The Whole Track is the moment to moment record of a person’s existence in this universe in picture and impression form. Also called the Time-Track.
  2. The whole track is not so much going into the past on the first dynamic as it is widening of the viewpoint from the first dynamic toward the eighth dynamic.

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