STUDY HELP
There are two methods to win games. By power of sheer postulate, or by using a game strategy. The game strategy exists below the level of using power of sheer postulate, and is a phenomenon that needs to be recognized and handled in therapy.
In order to be a game strategy:
1. It must be a fixed solution to a problem.
2. It must generate game sensation.
3. It must be kept secret from the opponent or he or she will counter it with ease.
4. It must be known to work by having been successfully used by self on others and by others on self.
There are two other qualities to a game strategy in that:
-The GS is an overt act and is therefore culpable.
-Exposure of a GS always produces shame.
The basic goals package at level 5a will not erase if one still has them in his mind. They are addressed as entities in level 5c of TROM after that entity’s purpose(s) have been handled on level 5b. Dennis reviews exactly how to go about all this in his lecture.
The following is a list of terms used in this lecture with explanations. Note that some of these are Scientology terms as Dennis makes comparisons between TROM and Scientology in his lecture.
GAME SENSATIONS-Postulates in conflict which generate sensations.
Cleft stick –a difficult situation: If you say that a person or organization is in a cleft stick,
you mean that they are in a difficult situation which will bring them problems and harm whatever
they decide to do. [British]
FIXED SOLUTION- A solution that becomes automatic and no longer under the individual’s control.
FLUBBED/AUDITOR FLUB- A flub is a mistake. When an auditor makes a mistake in session, it’s called a flub.
ANALYTICAL MIND-The conscious, rational aware mind of the preclear.
REACTIVE MIND/BANK-The irrational mind that operates below one’s awareness.
OVERT ACT-Harmful act.
WITHHOLD- Undisclosed harmful act.
MISSED WITHHOLD- When one has a withhold and someone says or does something to make one wonder whether or not that withhold is known.
TO BLOW A SESSION- To leave session without the auditor’s consent.
PRECLEAR- One engaged in auditing.
AUDITOR- One who audits, or listens. The title of a practitioner in the older subjects of Dianetics and Scientology.
ARC BREAK- In the older subject of Scientology, there’s a theory of Affinity (degree of liking), Reality (level of agreement) and Communication in that they form a triangle, and when you raise one corner of it, the other two raise with it. An ARC break is a sudden lowering of that triangle. To put in plainer terms, when you ARC break someone, you upset them.
CHARGE- The harmful energy associated with a mental mass. When someone has charge on something, there’s upset over it.
“It’s all in the writeup” refers to the book Dennis Stephens wrote, “The Resolution of Mind a Games Manual”
BLOW BY INSPECTION- To ‘blow’ or do away with a mental mass, false idea, etc by just looking at it rather than have to process it out of your mind using auditing, TROM, etc.
In the earlier subject of Scientology, if an Auditor failed to discover the preclear's 'withhold' that someone else had missed, then the pc (preclear) would ARC break and try to blow session. In plainer terms, the auditor would fail to find out what the preclear was withholding from him, and the preclear would try to leave session because he got upset. This is what Dennis is talking about when he mentions "missed missed withhold".
A similar thing can happen in life, when you expose someone's game they are playing with you and others, this upsets them and can lead that person to all sorts of retaliatory behavior.
ORIGINAL LECTURE
Ok, and I want to talk about one of the more fascinating of the mental mechanisms. This is the
subject of the game strategy. We usually use the abbreviations for game strategy and call it a GS.
The GS is a fundamental mental mechanism. So therefore, as you work through the practical
exercises.
You'll come across it piecemeal and if you hear this tape it will put the whole picture together for
you. You'll understand what you're dealing with. Eventually, of course, you would put the whole
thing together for yourself. You would understand the mechanism.
Anyone who's worked solo for a while or even with other people will recognise this mechanism.
They may have come across it in therapy, piecemeal, bits here, bits there but I think they'll find
that when they hear this talk on the subject it'll put all the ends together for them and they'll
understand the mechanism in total, the mechanism of the game strategy. The GS.
The Two Methods to Win Games
There are in life, and there are in life and livingness only, in fact two ways to win a game. The first
method is the direct power of postulate method. The use of the direct postulate. One simply
goes out, meets the opponent head on and crashes through his postulate with yours and drives
him into overwhelm. That is the direct postulate method of winning games. That's method
number one.
That has got nothing to do with game strategies. That is not a strategy. That is simply going out
and winning games by direct power of postulate. So that's got nothing to do with game
strategies.
But the second method is the method of winning games by the use of a game strategy. So we
define a game strategy as:
a method of winning games below the use of a direct postulate
Give it to you again; A game strategy is a method of winning a game below the level of a direct
postulate.
Now very clearly this is a vast field. This is a vast field, so what we need to do is to define our
game strategy, is to put the limits to the field that we're looking at and until we've defined it
we'll be at sea. It's not a particularly easy one to define, a game strategy, because of its broad
application. But when you examine the following I think you'll find that it does cover the subject
of the game strategy. I found no exception to this definition. It's, as far as I'm concerned, a
complete definition of a game strategy.
Game Strategy Defined
Right, here we go, a game strategy:
In order to be a game strategy a thing
1. Must be a fixed solution to a problem
2. Must generate game sensation
3. Must be kept secret from the opponent or he or she will counter it with ease
4. Must be known to work by having been successfully used by self on others and by others
on self
That is the end of the definition. If a thing possesses all of those four qualities it definitely is a
game strategy. If it only possesses one or two or less than four of those things it may or may not
be a game strategy. It may be one and you simply haven't found all of it. But certainly, if you find
something in your mind that possesses all of those four qualities it is a game strategy and all
game strategies possess all four of those qualities, so it is a definition.
Now there's two more; numbers five and number six. These aren't a part of the definition but
they are qualities of the GS, and if you know them they'll help you in your understanding. That
the GS is an overt act and is therefore culpable. That's number five.
Number six, exposure of a GS always produces shame. I think when you examine the foregoing
that you will find that they're necessary and sufficient conditions for the understanding of this
mental mechanism called the games strategy. The GS.
Number 1 : Fixed Solution
And now we'd better go ahead and start expanding this material to get an understanding of it.
The easiest way to get the understanding is to go through the definition bit by bit. Now we'll
start off with number one, it must be a fixed solution to a problem. Well, yes, the GS must be a
fixed solution to the problem.
Well what is the problem? Well the problem is how to win the game below the level of the direct
postulate. Well there may be a number of reasons why a person can't use a direct postulate. They
may have insufficient power of postulate to win the game or they may have sufficient power of
postulate but winning that game is against the law, so they can't win it by power of postulate.
You see that? But, never the less, they may have a desire to win that game but they can't use
direct power of postulate because the society inhibits the use of that power of postulate. So
they mustn't use it, so then they have to go into the games strategy.
So it's always a fixed solution to a problem. It's a solution to a problem, and it's a fixed solution
to the problem. Note that word, "fixed solution", in the earlier part of the supplementary
lectures I talked very lengthily about the subject of the fixed solution and I'm not going to talk
about it on this tape. I'm not going to cover that material again. The subject of the fixed solution is very germane to this subject of the game strategy but it is a separate piece of technology and I refer you to the earlier tape.
The fixed solution is presented in the lecture "Dissociation"-Editor
So, the game strategy is a fixed solution to a problem. It's always a fixed solution. Like all fixed
solutions it may eventually become a problem in its own right but that comes later in the cycle.
It's always a fixed solution, even when it's a problem it's still a fixed solution. It's always a fixed
solution to a problem. So much for number one.
Number 2 : Generates Game Sensation
It must generate game sensation. That is absolutely fundamental again. It's got to generate
game sensation. The application of the game strategy has got to win the game, you see, or at
least it's got to produce some game sensation or show a semblance of winning the game,
otherwise the thing is useless.
So a part of the game strategy is that it must generate game sensation. If this activity you have in
mind doesn't generate game sensation then I can assure you that it's not a game strategy. It's
not a game strategy. It must generate game sensation. There must be some sensation generated
by this activity, this behaviour pattern.
Number 3 : Secrecy
All right so much for that, now number three. It must be kept secret from the opponent or he or
she will counter it with ease. That's number three. It must be kept secret from the opponent.
Well this is obvious on first principles. If the person could win the game by direct power of
postulate they wouldn't need the game strategy and the game strategy will only work when it's
kept secret from the opponent.
Now bear that in mind it must be kept secret from the opponent or he or she will counter it with
ease. Now this poses an interesting thing, this air of secrecy about the game strategy infects the
whole subject of the game strategy. The game strategy starts off by being a secret and it's
always a secret. It can be so secret that it becomes even a secret from the person whose using it.
He forgets why he is using it after a while it's so secret. You know?
It not only must be kept secret from the opponent but it ends up being kept a secret from him
too. He finds himself in a compulsive behaviour where he's lost contact with why he's doing it. So
this is a definite part of the pattern, is this secrecy.
So in terms of our 'To Know' goals package, the postulate structure of the GS would be that it's a
'Must be Known' to self. At least early in the cycle it 'Must be Known' to self but it 'Must Not be
Known' to the opponent. See, it's a 'Must be Known' to self but 'Mustn't be Known' to the
opponent. That's the postulate structure of it.
And this throws a very strange complexion on the subject of the game strategy, very strange
complexion. It's almost paradoxical, the game strategy is, and that's why it's not easy for
researchers to cobble all the little bits together.
I mean, Ron Hubbard in Scientology, he had various parts of the game strategy. He knew various
bits of the game strategy but he never put the whole thing together and called it a game
strategy. He had bits and it was the secrecy part of it that was beating him all the time.
It eluded me for a long while until I began to understand it, but the game strategy as a strategy
is an existence, so as an existence it's a 'be Known', it's a 'be Known'. But a part of its strategy is
that it 'Mustn't be Known' to the opponent. So it's got this 'be Not Known' component to it.
So as far as the person is concerned, he can know the strategy but it 'Mustn't be Known' to the
opponent otherwise it's useless. The opponent can counter it with ease. So it's got this double
edged effect. Do you get that? It's a 'be Known' it's an existence but at the same time it 'Mustn't
be Known' to the opponent and so there's a secrecy component in it and this holds it in
suspension in the mind. This is why it doesn't easily erase. Why it's very difficult to handle in
routine therapy.
The game strategy construction is an analytical construction, it is not a reactive construction. In
other words it's not a reactive thing; it's a thing of the analytical mind. It's a thing that a person
cobbled together themselves. So you must understand that about it. It's not something which
has its genesis in the reactive bank. It is something which has its genesis in the analytical mind of
the individual, who has a need to win games and creates the game strategy in order to win the
game.
Tackled at Level 5C as an Existence
So if you understood the whole of a particular game strategy and got all the bits of it together
and could see it in terms of a series of postulates or a one to one postulate, or as a pattern of
behaviour and could wrap it all up, this game strategy could be made the subject of the 'To
Know' goals package at Level 5C.
It is an existence in its own right, the whole thing is an existence and it is erasable at Level 5C as
an existence. You must never forget that. That it is an existence and it therefore is a junior
universe and therefore is erasable at Level 5C.
But you've got to understand for any particular game strategy you've got to get all the bits out
before you can do that. You've got to get it all out. That's why I'm giving you this data to help you
get it all out. So it must be kept secret from the opponent or he or she will oppose it with ease.
That's number three.
Number 4 : Must Be Known to Work
Now number four. It must be known to work by having been successfully used by self on others
and by others on self. Now this number four gives us the genesis of the game strategy. This tells
us where the person got the game strategy from.
99.9% of game strategies you will come across in the psyche have their origins in childhood. The
game strategy might not have been fully developed in childhood. It might not have been until
adolescence or later life that the thing became a fully fledged game strategy in the persons
psyche but the origins of it are in childhood.
The idea of a particular game strategy, the seeds of it, always come from this fact, that the
strategy has been used successfully on them. The first thing that happens is somebody uses this
strategy or something very similar to it on them and it works and the child realises this is a useful
technique. They see this work, and they think, "Well, gee, that really worked on me" and then
they start cobbling it and putting it together and start using it on someone else and they find it
works on someone else.
And so then they start to use it. Then they start to put it into action, and eventually it becomes
the permanent fixed solution to this problem of how to win a particular game. But its genesis is
always present, there's no exceptions to this rule, the person didn't create the idea, they didn't
sort of pick it out of a cloud or dream it up or anything.
Those two factors are actually present that the GS has been used on them successfully and they
have successfully used the GS on others. Those things are always present on every GS and don't
miss it. If you miss it you'll never get the roots from the GS out. Those two factors are always
present.
This is where the person gets the conviction that it works. He has double conviction that it works
because it worked on him and he's made it work on others. So he has an unshakable belief in the
efficacy of his GS. What better belief could he have in the efficacy of the GS than that it's been
used successfully on him and he's used it successfully on others. So he knows it works. So he puts
it into action.
As you examine the GS you'll realise that there's something sneaky about every games strategy,
simply because they are withheld from the opponent. There's a withhold factor in there, that the
opponent is not part and parcel of what is going on. In fact, in order for the thing to work the
opponent must be in the dark as to what is happening and that is an essential part of any GS.
Number 3 it must be kept secret.
Number 5 : GS is an Overt Act
Now quite apart from the fact that it must be kept secret, because if the opponent discovers it,
it's useless, quite apart from that, the GS is an overt act. In its own right it's an overt act. It's not
considered an appreciated act it's not a loving act. Anyone who's been on the receiving end of a
GS they would say that someone was committing an overt act against them, a sneaky overt act
because it's not an obvious one. It's not all out in the open, it's covert. There's a covertness about
the GS which makes it unpleasant, makes it very unpleasant.
So you'll find that every GS is an overt act and therefore culpable, is blameworthy. You're not
supposed to have GS's in polite society you're not supposed to have them.
Now this fact produces enormous conflict in the mind of the games player. On the one hand he
has the compulsion to play games and win games and there's certain games he considers that he
cannot win by direct postulate, by direct power of postulate. So he has to use a game strategy in
order to win them.
Number 6 : The Shame and Guilt
He has the compulsion to win them and so he has a compulsion to use the game strategy
mechanism, but on the other hand every time he uses the mechanism he builds up in his mind a
burden of guilt. He knows he didn't ought to be doing it, he didn't ought to be using the
mechanism because the GS is an overt act and is therefore culpable. He can be blamed for doing
it.
Also that the GS must be kept secret, it's got to be kept secret otherwise it doesn't work. Now
you're beginning to get the pressure cooker effect on the games player here. On the one hand
he considers that he must use the GS because he can't use anything else to win games.
So he's got to keep using the GS but every time he puts it into action he adds to his burden of
guilt and the GS eventually becomes like a powder keg in his mind. He keeps piling up the overts
every time he uses it but he daren't mention it to anyone cause their culpable acts. See it's an
overt act.
You see the cleft stick the compulsive games player gets himself into by the use of the GS, the
games strategy mechanism.
He ends up with a powder keg in his mind that is getting bigger and bigger and bigger and the
fuse is getting shorter and shorter and shorter, so it should come as no surprise to you to
discover that the sudden exposure of a highly charged GS can produce the most violent reactions
in therapy and in life that are known, and can be known.
Some of those sudden inexplicable homicides that you read about in the newspaper and hear
about on TV are undoubtedly the result of a sudden exposure of a GS. For instance in a marriage
situation if either the husband or the wife suddenly exposes the spouses GS and the powder keg
blows, the sudden flush of shame and guilt just tears the person's mind apart explosively and
they'll pick up a knife, a gun or anything and kill the other person.
The urge is to destroy the other person whose trying to break their GS because once it's exposed
it's useless and so it's a destructive exposure.
The psychotherapist is aware of the mechanism. Ron Hubbard caught the flavour of this, you
remember his mechanism of the "missed-missed withhold" in therapy. He caught this. He'd have
preclears blow in session when a withhold was missed.
He used to say the "missed-missed withhold", you know, and the mechanism there. What he was
seeing as missed withholds were really parts of game strategies and they had a powder keg type
of charge on them and the preclear wasn't certain whether the auditor knew about it or whether
the auditor didn't know about it.
And it was upsetting the preclear in the session and making the preclear ARC breaky and
eventually the preclear would blow the session. He didn't quite know whether the auditor knew
or whether the auditor didn't know about his GS.
But Ron didn't know all the factors of the GS. He knew the explosive withhold there and he
introduced the mechanism of the missed withhold and the ARC break. He knew of the
mechanism even though he didn't know how the powder keg produced that much charge.
Well we know why the powder keg comes about. We know the anatomy of the GS. We got the
numbers 1, 2, 3 and 4. We know how it comes about and how the conflict between the need to
use the GS and the need to keep it secret builds up charge.
And we know the fact that an auditor, a separate therapist can quite inadvertently blow the
powder keg into view at any moment in therapy, so the preclear will either blow therapy, kill the
therapist or take off to China, or do anything in that instant of the exposure of the highly
charged GS.
You don't know what the persons going to do. They're an irrational being in that instant when
the powder keg blows. You don't know what's going to happen. So the explosive GS exposed;
never miss it. The explosive GS exposed.
Every separate therapist should thoroughly understand this mechanism. Anyone who wants to
spend their life professionally as a psychotherapist should understand this mechanism and
should understand the anatomy of what a game strategy is and understand it's complete
anatomy so they know what happens when the preclear blows in the session. They've hit a GS.
It never happens for any other reason. It's the only reason a preclear will blow in a session. It's
the only reason he gets so terribly upset and ARC broken when there no palpable reason that
the auditor's done anything wrong. The sessions going along fine, there's no flub by the auditor,
he's running the right process, everything's going fine, suddenly the preclear ups and blows.
What happened? Well he touched the corner of a GS.
The explosive GS exposed. It's too much for the preclear. The preclear quits. The person with the
GS is in an impossible position, it's culpable but he's got to keep using it because it's the only way
he knows to generate the game sensation and he's got to keep generating sensation which the
GS produces for him. So he's in a compulsion to use the GS because it works so he can't stop
using it. It's a fixed solution to a problem, he can't stop using it. He's got to use it to generate the
sensation and to win the game but on the other hand it must be kept secret. No one must know
about it.
So is it any wonder that the charge builds up on the GS and that exposure of the GS in the
therapy session can produce an explosive effect on the preclear. It puts him in an impossible
position. The thing mustn't be exposed but it is being exposed.
It can be shattering on the individual, the sudden exposure of a game strategy. So bear that in
mind, the power of the mechanism. I'm not talking about patty-cakes here. I'm talking about
sheer mental charge here man, the real charge in the mind is in the field of GS's. You'll find more
charge on this subject of game strategies than you'll find on any other aspect of the human
psyche. The sheer charge, the powder keg there. Man it's quite incredible, quite incredible.
Running Solo
Of course, when a person's running solo they don't have any trouble, do they? There they are
both the therapist and the patient. They're both. They are the auditor and the preclear. So
there's no charge. So they can examine their GS's in peace and quiet without any charge at all.
Without any explosive charge, they'll feel the emotions of the shame if there was any time when
their GS was partially exposed or they thought they might be exposed, they will feel the shame.
And they'll feel the guilt, the pile of guilt on their GS, they'll feel all that and they'll be aware of
the powder keg, and they can take the thing apart but it will not blow when they are running
solo.
It can't blow because there is no exposure. The person who is erasing the GS is the owner of the
GS. You can take your own GS's apart in absolute safety, there's going to be no homicides, you're
not going to end up shooting yourself, I can assure you, there's no homicide, the powder keg
never explodes. It just dissolves and finally it vanishes.
Now the subject of GS's is very broad. I'm not even going to attempt to give you an example of a
GS. I'm not going to even attempt it because the subject is just too broad, but I've given you the
definitions and there's 1, 2, 3 and 4. If it fits 1, 2, 3 and 4 then it's a GS and there's the two
subsidiaries number 5 and number 6.
If you know that about it, it's a GS.
Therapy for GS's
Now I will tell you how you handle them in therapy.
Commonly what happens with a GS is that you become more and more aware of it as therapy
progresses. That you become aware of this bit here and there's a bit there then you start to put
the behaviour together and recognise a pattern. The person may be doing it quite unconsciously.
Like all fixed solutions, eventually they are below the conscious awareness of the person.
But as the therapy proceeds the person will become more and more aware of this behaviour and
then they start to think, "Well there's a GS" and then they start to put the bits together and they
get 1, 2. It fits 1, it fits 2 and it fits 3, "My God it fits 4. God it's a GS." You see?
Now they can start looking at it, and say, "Well now, this is interesting, I've got a GS." He didn't
know he had one. What can he do about it. Well he should proceed on with the ordinary therapy.
He should proceed on with the ordinary therapy right until the point where he gets to Level 5C.
That is the place where you would address a GS if you wanted to address it particularly, this
particular thing, you could address it at Level 5C.
They are not amenable to addressing as a specific entity prior to Level 5C and that is the place
where you would address them if you wanted to address them. And the GS is addressed just like
you would address any other junior universe at Level 5C. There's no difference. There's no
difference and they come apart like a lamb at Level 5C, they do.
There's no trouble at all. What would you do at Level 5C? You get to a point eventually where
you know all about the GS, you know about the 1, 2, 3, 4, 5, 6 you've got the lot. You know
everything there is to know about this GS in your psyche.
Classify the GS as a Person / Identity at Level 5C
Then what you do is you classify it as a universe. You classify it as an entity. You just classify it as
a person, an identity that has these characteristics, desires to put this GS into action, there. Get
the idea? You're simply classifying the thing as an entity. You're imagining an entity in your mind
that is putting this GS into action.
Now I realise that this is a bit of compartmentalisation, but it's quite safe to do it this late in
therapy, no harm will come of you. No danger of compartmentalising your mind this late in
therapy. You're not going to go schizophrenic I can assure you. There's no danger. No danger to
it. I wouldn't recommend you play around with this at Level 2 or Level 3, but at Level 5C there's
such a little charge left on the mind that it's quite safe to do it.
So you sort of imagine an entity who has a fixed urge to put this GS into action and you specify
each part of the GS in the entity in words.
To give you an example, it might be with a ridiculous example. A catfish trapper might be the
sort of thing you'd end up with. This would be the identity you're dealing with. A catfish trapper,
someone who's got a GS which compulsively traps catfish. You see?
Well then you simply take the catfish trapper and make that identity the subject matter of the
'To Know' goals package at Level 5C and proceed to erase.
If it Won't Erase
Now if the identity doesn't erase, we know why it doesn't erase. There's only one reason why it
won't erase this late in therapy and that is that there are purposes associated with the identity
which have to do with junior goals packages at Level 5B, so you'd have to look at this.
Maybe the word trap, you'd have to say, "Well all right, a catfish trapper traps. Well the goal 'To
trap' is un-erasable so you'd have to find an erasable goal wherein the goal 'To trap' is located.
Well the goal 'To Free' contains the goal 'To trap' in its negative legs so you'd have to then sit
down and erase the goal 'To Free'. See that?
Then having erased that, you go back and check the general 'To Know' goals package. Then you
go back to Level 5C and pick up your catfish trapper again and go ahead with your erasure at
Level 5C. You follow that? In other words, it's a standard erasure of the junior universe, there.
You're not doing anything special. All this I've explained before. It's all in the write up of how to
do it, of how you handle a junior universe at Level 5C. You're treating it routinely as a junior
universe at Level 5C. But you need to specify it, to get it into words. Don't just have it as an airy
idea in your mind, get down to the nitty-gritty. What is this identity doing? Well he's a catfish
trapper that sums him up, he's a catfish trapper. That's all he does. That's necessary and
sufficient to describe him. Then you can use him; then you can use him in therapy.
Until you've got him specified, got him nailed down in words you won't get any success at Level
5C. While it's just an airy-fairy thing in your mind you'll just flounder. But soon as you can get the
junior universe specified and named at Level 5C then you can proceed with the erasure.
Now so help me, there's no more to the erasure of the GS at Level 5C than that. The vast
majority of the charge on the GS comes off before you get to Level 5C, you're only dealing with
the last 2 or 3% of charge this late in therapy. All the rest of the charge has come off in the
preceding therapy steps. So don't expect to see any fireworks at Level 5C.
The thing will erase like a lamb. Come across quite easily. But I'll tell you something quite
interesting, the 'To Know' goals package will not erase, the general 'To Know' goals package will
not erase in therapy while you have some outstanding GS's still running in your life. You've got to
get rid of these GS's before the general 'To Know' goals package will erase.
So that is the general rule there. Remember the general rule when you get to Level 5, top of
Level 5B if that 'To Know' package won't erase then the only thing that could be preventing the
erasure is a junior universe, which caused us to invent Level 5C in the first place.
So it's quite consistent with our rules that the ongoing GS in the psyche, un-erased, can and will
prevent the erasure of the general to know goals package at Level 5A and prevent the
completion of Level 5.
So it's a particular type of junior universe, a particular nasty and insidious type of junior universe,
but that is all the GS is. You'll find it's a junior universe. But it has those particular qualities and
you'll have a lot of fun with the GS's till you finally tame them and come to grips with them and
to understand them. They are more common than you think.
You've got more than one. Everyone has more than one, but your first one will be the toughest.
When you've got that one erased the second one's easier because you know what to look for.
You know the breed of cat. And after you've done 2 or 3 of them the rest will go by inspection,
you won't have to do anything, you'll just have to think about them and they will blow.
They'll fall apart. So that's the subject of the GS. It's a fascinating subject, absolutely fascinating.
Ron Hubbard never got all of it. He got nearly every part of the GS except the whole mechanism;
he never put it all together and understood the mechanism exactly as we've got it here in TROM.
But there's the mechanism and I wish you good luck with its resolution.