The LP GPM

Reference: The Level of OT II
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The LP GPM addresses the creation of different concepts by postulating them.

LRH Instructions for LP GPM

The Subject Clearing approach does not use any line plots, platens, etc.

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Subject Clearing Prerequisites

According to Subject Clearing, GPMs are all about clearing up the basic concepts individually and together, such that there are no anomalies about them in one’s understanding.

Study and understand the following concept:

  1. The Unknowable-Knowable
  2. The Postulate
  3. The Reality
  4. The Anomaly

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The LP GPM

The LP GPM consists of a set of 18 items that is run with 82 different End Words.

The end items are:

Space, Matter, Energy, Mass, Never, Time, Moments, Eternity, Stillness, Motion, Vacuums, Solids, Voids, Universes, Stars, Galaxies, Planets, Suns, Systems, Clusters, Deadness, Brightness, Darkness, Light, Blackness, Whiteness, Blueness, Redness, Yellowness, Greenness, Purpleness, Orangeness, Silence, Sounds, Noise, Music, Disharmony, Harmony, Liquid, Gases, Cold, Heat, Deserts, Seas, Valleys, Mountains, Brooks, Rivers, Islands, Continents, Meteors, Comets, Voids, Habitations, Barbarisms, Civilizations, Anarchy, Government, Savages, Humans, Animals, People, Insects, Snakes, Monsters, Fish, Cells, Bodies, Poisons, Balms, Depressants, Stimulants, Soporifics, Euphorics, Illusions, Realities, Delusions, Actualities, Lies, Truths, Ignorance, Knowledge.

The 8 items are:

  1. To create _______.
  2. No more desire to create _______.
  3. Differently creating _______.
  4. Difficulties with other creators of _______.
  5. Constantly creating _______.
  6. Failures to create _______.
  7. Automatic creators of _______.
  8. Obsession with to create _______.
  9. Having to create _______.
  10. Compulsions to create _______.
  11. Hating to create _______.
  12. Criticisms of created _______.
  13. Hoping to never create _______.
  14. Too much creating _______.
  15. To never create _______.
  16. To create _______.
  17. Desire to destroy _______.
  18. Those who desire to create _______.

Therefore, in this GPM there are a total of (18 x 82 =) 1,476 items.

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Running the LP GPM

One contemplates on these items as in the earlier GPMs. Confusions may come up on which the persons attention is fixed. Look at these confusions closely until some realization occurs.

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The Lower LP GPM

Reference: The Level of OT II
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The Lower LP GPM addresses the pictures in the mind.

LRH Instructions for Lower LP GPM

NOTE: The Subject Clearing approach does not use any line plots, platens etc.

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The Lower LP GPM

The Lower LP GPM consists of a set of 8 items that is run with 20 different adjectives.

The adjectives are:

Nice, Naughty, Good, Bad, Holy, Evil, Creative, Destructive, Productive, Ruinous, Valuable, Valueless, Agreeable, Disagreeable, Pleasant, Unpleasant, Heartening, Frightening, Informative, Mystifying.

The 8 items are:

  1. Copying ________ pictures.
  2. Not copying ________ pictures.
  3. Having ________ pictures.
  4. Not having ________ pictures.
  5. Using ________ pictures.
  6. Not using ________ pictures.
  7. Seeing ________ pictures.
  8. Not Seeing ________ pictures.

Therefore, in this GPM there are a total of (8 x 20 =) 160 items.

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Running the Lower LP GPM

One contemplates on these pairs as in the earlier GPMs. Pictures may come up on which the persons attention is fixed. Look at these pictures closely until some realization occurs.

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The Command GPM

Reference: The Level of OT II
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The Command GPM addresses fixation of attention. Treasure is anything that is greatly valued or highly prized. One desires to have it and keep it. It fixates attention.

LRH Instructions for Command GPM

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The Command GPM

This GPM consists of 20 items. These items are flanked by two extra items as given below.

Extra item: Stay (repeated)

  1. Seek Treasure.
    Do not seek Treasure.
    Abandon Treasure.
    Do not abandon Treasure.
  2. Discover Treasure.
    Do not discover Treasure.
    Overlook Treasure.
    Do not overlook Treasure.
  3. Find Treasure.
    Do not find Treasure.
    Miss Treasure.
    Do not miss Treasure.
  4. Grab Treasure.
    Do not grab Treasure.
    Loose Treasure.
    Do not lose Treasure.
  5. Clutch Treasure.
    Do not clutch Treasure.
    Release Treasure.
    Do not release Treasure.
  6. Obtain Treasure.
    Do not obtain Treasure.
    Disdain Treasure.
    Do not disdain Treasure.
  7. Take Treasure.
    Do not take Treasure.
    Give Treasure.
    Do not give Treasure.
  8. Have Treasure.
    Do not have Treasure.
    Give up Treasure.
    Do not give up Treasure.
  9. Save Treasure.
    Do not save Treasure.
    Waste Treasure.
    Do not waste Treasure.
  10. Preserve Treasure.
    Do not preserve Treasure.
    Destroy Treasure.
    Do not destroy Treasure.
  11. Guard Treasure.
    Do not guard Treasure.
    Neglect Treasure.
    Do not neglect Treasure.
  12. Safeguard Treasure.
    Do not safeguard Treasure.
    Risk Treasure.
    Do not risk Treasure.
  13. Protect Treasure.
    Do not protect Treasure.
    Endanger Treasure.
    Do not endanger Treasure.
  14. Exhibit Treasure.
    Do not exhibit Treasure.
    Hide Treasure.
    Do not hide Treasure.
  15. Own Treasure.
    Do not own Treasure.
    Disown Treasure.
    Do not disown Treasure.
  16. Win Treasure.
    Do not win Treasure.
    Lose Treasure.
    Do not lose Treasure.
  17. Buy Treasure.
    Do not buy Treasure.
    Sell Treasure.
    Do not sell Treasure.
  18. Steal Treasure.
    Do not steal Treasure.
    Reject Treasure.
    Do not reject Treasure.
  19. Group Treasure.
    Do not group Treasure.
    Separate Treasure.
    Do not separate Treasure.
  20. Remember Treasure.
    Do not remember Treasure.
    Forget Treasure.
    Do not forget Treasure.

Extra item: Go away (repeated)

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Running the Command GPM

One contemplates on these pairs as in the earlier GPMs. Many fixed attentions may come up. One looks at each of these fixed attentions as a “treasure” and runs them through this GPM.

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The Basic GPM

Reference: The Level of OT II
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The Basic GPM addresses mind as a picture machine.

LRH Instructions for Basic GPM

In the Subject Clearing approach the E-meter is not used. We simply use the gut feeling of Oneness to spot anomalies and resolve them.

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Subject Clearing Prerequisites

Study and understand the following concepts:

  1. The Mind
  2. The Anomaly
  3. The Oneness

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The Basic GPM

The item for this GPM has the form

An Explosion

  1. You must _____ a Picture Machine
    You must not _____ a Picture Machine.

An Explosion

This GPM starts with “an explosion” and ends with “an explosion”.

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The Verbs

The following 70 different verbs are used with the above item. The same verb is used in both the blanks in the above item. This provides 70 GPM items.

Construct, Eradicate, Create, Destroy, Feed, Starve, Believe, Disbelieve, Desire, Eschew (forgo), Approach, Avoid, Join, Sever, Contact, Separate from, Connect to, Disconnect from, Communicate with, Spurn, Agree with, Disagree with, Like, Dislike, Have, Despise, Value, Condemn, Welcome, Refuse, Concentrate on, Disperse from, Fixate on, Dissociate from, Heed, Ignore, Depend upon, Blame, Maintain, Damage, Care for, Abuse, Have, Discard, Obtain, Reject, Acquire, Abandon, Use, Neglect, Utilize, Dispense with, Validate, Invalidate, Exaggerate, Reduce, Boast about, Apologize for, Compliment, Excuse, Show, Screen, Reveal, Hide, Recognize, Blank out, Discover, Overlook, Remember, Forget.

For example, the first item is,

  1. You must construct a Picture Machine
    You must not construct a Picture Machine.

Essentially, this GPM has to do with taking different actions with respect to the “Picture Machine.”

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Running the Basic GPM

Make sure you understand the meaning of “Picture Machine.” It is essentially the mind. It is a matrix of postulates that converts the incoming sensations into perceptions. This matrix of postulates operates on the Principle of Oneness.

You plug in each verb and then contemplate on the item. You contemplate as per the earlier GPMs. Resolve the anomalies as they come up.

On this GPM you are gaining control over your mind.

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The Basic-Basic GPM

Reference: The Level of OT II
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The Basic-Basic GPM addresses the key elements of beingness.

LRH Instructions for Basic-Basic GPM

LRH says, “Run the two lines all as one line, not as separate items for each number. The explosions occur “inside one’s head” or, that is to say, where the thetan is.”

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The End Words

The GPM consists of 26 end words.
SELF, MIND, BODY, SPIRIT, HEAD, MEMORY, MASS, THOUGHT, UNIVERSE, BELIEF, PEOPLE, INTENTION, SOCIETY, CUSTOM, GOVERNMENT, CONCEPT, RELIGION, COMPUTATION, SYSTEM, REASON, HEALTH, LOGIC, POISON, SECRET, INTERIOR, AMNESIA

These end words may be defined as follows:

Self
The Self is the capability that can potentially become aware of the whole universe. But self, as it actually exists, is identified with elements of the universe, and thus limited in its awareness.

Mind
The mind is the software extension of the self, whose function is to establish the awareness. Please see The Mind.

Body
The body is the hardware extension of the mind, which executes the directives of the mind.

Spirit
The spirit is the visible aliveness that disappears upon the death of the body.

Head
The upper part of the body in humans, joined to the torso by the neck and containing the brain, eyes, ears, nose, and mouth.

Memory
The faculty by which the mind stores and remembers information.

Mass
A coherent, typically large body of matter with no definite shape.

Thought
An idea or opinion produced by thinking, or occurring suddenly in the mind.

Universe
The Universe consists of all that is knowable. Please see The Universe.

Belief
An opinion or conviction.

People
Persons collectively or in general.

Intention
A thing intended; an aim or plan.

Society
The totality of social relationships among organized groups of human beings or animals

Custom
A traditional and widely accepted way of behaving or doing something that is specific to a particular society, place, or time.

Government
The system or form by which a community, etc, is ruled

Concept
An abstract idea; a general notion.

Religion
Belief in, worship of, or obedience to a supernatural power or powers considered to be divine or to have control of human destiny

Computation
A calculation involving numbers or quantities

System
A set of principles or procedures according to which something is done; an organized framework or method.

Reason
The faculty of rational argument, deduction, judgment, etc

Health
The general condition of the body or mind with reference to soundness and vigor:

Logic
The study of the laws of thought or correct reasoning

Poison
A substance with an inherent property that tends to destroy life or impair health.

Secret
Something that is kept or meant to be kept unknown or unseen by others.

Interior
Situated within or inside; relating to the inside; inner.

Amnesia
A loss of memory, especially one brought on by some distressing or shocking experience.

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The Basic-Basic GPM

Each end word is run with the following 26 items of the GPM.

For Example,
The first item would be: Invent a Near Self to Stop a Far Self.
And the last item would be: Invent a Beginning Amnesia to Stop an Ended Amnesia.

Each item starts with an explosion. There is a pattern to these items that you’ll be able to recognize.

  1. [Explosion] Stop a Beginning _______
    to Invent an Ended  _______.
  2. [Explosion] Invent a Near _______
    to Stop a Far _______.
  3. [Explosion] Stop an Open _______
    to Invent a Closed _______.
  4. [Explosion] Invent a Kept _______
    to Stop an Expended _______.
  5. [Explosion] Stop a Filled _______
    to Invent an Exhausted _______.
  6. [Explosion] Invent a Bright _______
    to Stop a Dim _______.
  7. [Explosion] Stop an Informed _______
    to Invent a Denied _______.
  8. [Explosion] Invent a Receiving _______
    to Stop a Rejected _______.
  9. [Explosion] Stop a Loving _______
    to Invent a Hated _______.
  10. [Explosion] Invent a Perceiving _______
    to Stop a Blinded _______.
  11. [Explosion] Stop a Fair _______
    to Invent a Prejudiced _______.
  12. [Explosion] Invent a Clean _______
    to Stop a Dirty _______.
  13. [Explosion] Stop an Arriving _______
    to Invent a Departed _______.
  14. [Explosion] Invent an Arriving _______
    to Stop a Departed _______.
  15. [Explosion] Stop a Clean _______
    to Invent a Dirty _______.
  16. [Explosion] Invent a Fair _______
    to Stop a Prejudiced _______.
  17. [Explosion] Stop a Perceiving _______
    to Invent a Blinded _______.
  18. [Explosion] Invent a Loving _______
    to Stop a Hated _______.
  19. [Explosion] Stop a Receiving _______
    to Invent a Rejected _______.
  20. [Explosion] Invent an Informed _______
    to Stop a Denied _______.
  21. [Explosion] Stop a Bright _______
    to Invent a Dim _______.
  22. [Explosion] Invent a Filled _______
    to Stop an Exhausted _______.
  23. [Explosion] Stop a Kept _______
    to Invent an Expended _______.
  24. [Explosion] Invent a Open _______
    to Stop a Closed _______.
  25. [Explosion] Stop a Near _______
    to Invent a Far _______.
  26. [Explosion] Invent a Beginning _______
    to Stop an Ended _______.

LRH Instructions after the last item

Follow the above instructions.

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Running the Basic-Basic GPM

This is a lot of work. There are 26 GPMs, each containing 26 items. You run these GPMs, then run them again in reverse order according to “LRH Instructions after the last item.”

You contemplate on each item as per the earlier GPMs. The most important part is to throughly understand the END WORD.

On this GPM you are rehabilitating your ability to postulate newly.

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