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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OT II Incidents

Reference: The Level of OT II
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These are typical incidents that might come up while running GPMs.

The OT II items and incidents represent something deeper. They are not to be taken literally. LRH writes in “Foreign Language Caution”:

When a student on the course does not have English as his native tongue, or as language changes up through the years, or when the Clearing Course is translated into another language:

The greatest care must be used to establish the exact meaning or equivalent words. The most precise meaning is required and off shades will prevent erasure with much upset.

Such a student or translator must use a Meter to obtain the translated word and establish its correctness. It will of course be the most lasting read, which lasts after all other versions have ceased to read.

Ordinarily when you have the right equivalent, wrong versions will not read.

Sometimes when you have discarded the right one you have to regain it by finding which one reacts to “suppress” or “challenge.” Only the right version reacts to these.

It would be well to check all the key words of a GPM for the correct version of non-English words before attempting to actually run it.

One should rewrite the entire GPM or pattern in the native tongue one uses. Don’t attempt sight translation.

Ignore the (-) numbers as the first run.

If people ever cease to go Clear on these plots, realize English has changed and rewrite.

The implication of the above, when running OT II with Subject Clearing (without a Meter), is that one should not take such incidents literally. Instead look at what is triggered deep within your mind, which is symbolized by such pictures. You will sense it, and you will know it, even before you attempt to express it in words or symbols.

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THE ARROW

This consists of two Targets with an arrow pointing into each, counter poised. The front target is white and the rear one is black.

The Targets with the arrows appear for 1/10th of a second, during which time it tilts one way and then the other. It’s terribly fast, so one made a picture to see afterwards what it was. Get the speed it did this. Get your own reaction to it. It’s just a sudden appearance and disappearance. It wobbled in and wobbled out.

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DOUBLE ROD

This incident consists of a long shiny black rod moving in from left to right. Then somehow it is like two rods, or one rod with a split in the middle, the left one being white and revolving forward, the right one being black and revolving backward. Then they both disappear forward and upward. DURATION: 1/2 second – corrected to 1/8 second.

There is a tremendous feeling of EXCITEMENT attached to this incident. It has a sort of feeling attached to it as if one was being as if it was being squashed between the two revolving rods.

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WOMAN

A “Woman figure” appeared before one. Nothing happened. It just appeared and remained a few hours. It sort of “got in one’s face”.

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WHITE BLACK SPHERE

This is a sphere on a pole. The sphere and pole are Black in front. White in back. It’s based on the idea that a thetan “can’t think two thoughts at once”. It does not reverse.

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HOT COLD

This is a pole with a split in it. The back split is hot, the front one is cold. Two temperatures. Duration is 1 1/8th seconds.

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LAUGHTER – CALM

This takes place in a cave. It is 7 1/8ths of a second in duration. It has screams of laughter, very wild, and calm. Calm = frozen numbness.

It is a pole with a split in it. Laughter comes from the rear half and calm from the front half simultaneously. Then they reverse. It gives one a sensation of total disagreement. The trick is to conceive of both at the same time. This tends to knock one out.

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DANCE MOB


The duration is 7/8ths of a second. There is a pole that pulls one in. One is caught on the pole. The actual incident is in connecting with this thing and trying to get off it.

The dancing comes after the actual incident, and consists of a mob dancing around one, chanting various things (a text). In running this, get the phrases that are chanted

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