AUDIO LECTURE HOSTED ON YOUTUBE
TERMINOLOGY AND STUDY HELP:
PRECLEAR– One who is receiving auditing, the specialized counseling sessions in Scientology. Abbreviated as “pc”
TIME TRACK—Normally only means the period of time from birth to the present, but in this lecture, Dennis seems to be referring to the ‘whole track’ which is the entire history of the spiritual being. This is also sometimes simply referred to as 'the track'.
BASIC-BASIC—the very earliest incident.
MOCK UP: A creation of the being himself, as opposed to a copy of the physical universe
Needle read/Tone arm/stuck needle: All refer to the e-meter and how it reacts during a session. In Scientology auditing, the auditor uses an electronic device to measure the preclear’s resistances to get a feel for what should be addressed in session. The e-meter has a needle on it which can move left and right. If it gets buried either way, he will need to move the tone arm, a dial on the e-meter, so he can read it again. If the needle is stuck this is a bad indicator.
ENTITIES—in the context of this lecture, things in the person’s mind that he believes someone else put there, that are not himself and that he has no control over.
DISSOCIATION: the disconnection or separation of something from something else or the state of being disconnected. When one has this as a psychological condition, he will believe there are entities in his mind that are separate from himself. Dennis elaborates on this in another lecture with this same title.
DELUSION: a false belief or judgment about external reality, held despite incontrovertible evidence to the contrary, as a symptom of serious mental illness.
GOALS PACKAGE: The four manifestations of a goal. For instance, the ‘to know’ goals package is to know, to not-know, to be known and to not be known.
MASS: You could say “substance”. While significance is the idea, mass is the thing itself.
Dennis refers to “OT 3” in this lecture. This is a level of the Scientology “Bridge”, a chart which shows one’s spiritual progress. On these “OT Levels”, among other things, “body thetans” are addressed. These body thetans are supposedly spiritual beings attached to you. Dennis seems to believe that these are no more than just the being’s own mock-ups, as evidenced by just how difficult it is to run these OT levels and how the processes seemed not to follow the normal patterns of auditing.
Today is the 16th of August 1994 and I want to take up today the subject of surprise and the
subject of delusion and various other related subjects. This tape is most closely associated with
tape number 2 of this set [titled "Dissociation"] and it will be advisable to put the two of them
together actually, tape 2 and this number tape, which will be tape number 14. They do come out
as a pair, these two tapes do.
Now the subject of surprise is one of the more interesting psychological subjects, the subject of
surprise is. The reason for this is that it's a rather unique subject. It's the only postulate that you
can make in this universe and be absolutely certain that it's going to work. As far as I know if you
postulate that you will have a surprise then you will in fact get the surprise.
The postulate simply never fails. If you postulate that you will have a surprise then you will have
a surprise, and that's all there is to it, but the mechanism is quite fascinating and I hope to be
able to explain it on this tape. In order to do so it will be of interest to take up one of the more
obscure paradoxes and this is known as "the paradox of the surprising blackout".
And this is the way it goes: An army commander calls all his troops together in the main hall one
evening about 7 o'clock and he says to them, "In order that we should be prepared for every
contingency," he says, "and be on the alert," he says, "One evening this week Monday, Tuesday,
Wednesday, Thursday or Friday and sometime between 7 o'clock in the evening and 9 o'clock in
the evening I will arrange that we're going to have a surprising blackout. All the lights will go out
so you must be prepared to have torches handy to go to your action stations and we will go into
the mode of a surprise attack on the military installation."
So, he goes ahead on his blackboard and gives all the details of what he wants everyone to do
and so forth, and he dismisses the men and they all wander back to their barracks and sit and talk
about this surprising blackout.
And then the barracks room lawyer speaks up and says, "Look chaps," he says, "this whole thing...
there is something very odd about it." He said, "There's something very odd about it."
He said, "Look, clearly he told us that this surprising blackout is going to occur one evening this
week, Monday between 7 and 9, Tuesday 7 to 9 so on right up through Friday and 7 to 9."
Well, if this is so," says the barracks room lawyer, "quite clearly the surprising blackout can't
occur on Friday evening because if we haven't had it up till 9 o'clock Thursday evening, obviously
it's going to occur Friday evening and then it won't be a surprise will it?"
And all the men agree that this is so. "So the surprising blackout can't occur on Friday." he said,
"So, by similar reasoning it can't occur on Thursday evening, because if we know it can't occur on
Friday so therefore if it hasn't occurred Monday, Tuesday and Wednesday it must occur on
Thursday, see.
"But then again if it occurs on Thursday, it won't be a surprise." And they all nod their heads in
agreement that his reasoning is quite impeccable.
And he said, "Now by similar reasoning, it can't occur on Wednesday evening and it can't occur on
Tuesday evening and it can't occur this evening, so this surprise blackout simply can't occur." And
at that moment all the lights went out and they had a surprise.
Now what on earth is going on here? The barrack rooms lawyer's reasoning is quite sound. It's
quite sound. Well, how come they got the surprise? He'd proved by cold hard logic that they
couldn't possibly have a surprising blackout. Yet they had one, they had the surprise and because
they just proved they couldn't have one then when it happened they of course got the surprise.
Now what's going on here? Well let's have a look at this.
Now bear in mind what the military commander told them. He told them that they were going to
have a surprising blackout. Now if he'd of just told them that they were going to have a blackout
on one of those evenings, either Monday, Tuesday, Wednesday, Thursday, or Friday evening then,
of course, they wouldn't have been able to use this reasoning that they used, and so forth, and
they would have simply said, "Ok, well the blackout is either going to occur Monday, Tuesday,
Wednesday, Thursday or Friday" and they would have gone about their business knowing that
one of the evenings they were going to have a blackout.
And the thing wouldn't have been a surprise at all. They would have maybe got up to Thursday
evening and said, "Oh, well it's going to be tomorrow evening sometime." But there would have
been no paradox there at all; everything would have been quite straight forward. The lights
would have gone out either Monday, Tuesday, Wednesday, Thursday or Friday between 7 and 9
o'clock in the evening, you see, and they would have had their military exercise.
But the commander didn't say that. He said, "You'll have a surprising blackout." And because he
said that they made this reasoning, which is quite valid reasoning on the basis of what he said
and arrived at an erroneous conclusion. Their conclusion was obviously false because they
concluded that the surprising blackout couldn't occur. But it did occur and they got their
surprise.
So therefore, although their reasoning was valid their premises were false. They were basing it
on a false premise. So what was the false premise they were basing it upon? Well the false
premise they were basing it upon was that they were going to have a "surprising" blackout.
Look, the military commander told them, "You're going to have a surprising blackout." Now that
was false, the truth of the matter was they were going to have a blackout. You see that? That's
the truth of the matter. When he said, "You're going to have a surprising blackout." That was
false. There was a lie in the statement.
You see, once he said you're going to have a blackout the blackout can't be a surprise, but he just
told them they're going to have a blackout, you see. So it can't be a surprising blackout because
he's just told them that their going to have a blackout. Get it? So it can't be a surprise.
So therefore, the blackout they're going to have is a non-surprise. But they all, once they agree
and say, "Oh yes, we're going to have a surprising blackout." They buy his lie. And once they buy
the lie, of course, all the deductions they make turn out to be false because they are based upon
a false premise. Then, of course, they end up in the ridiculous state of affairs where they say,
"Well, we can't have a surprising blackout." And then of course the lights go out and they have
their surprising blackout, where they all get a surprise. And, of course, they all agree to the
postulate that there would be a surprising blackout, so the postulate came true.
The military commander said there would be a surprising blackout and there was a surprising
blackout. Get it? You see the paradoxical nature of the situation. And the fact that what I said
earlier on in the lecture that the surprise is the only postulate I know of; that if you make this
postulate you can be absolutely sure that you're going to get the surprise. Never fails.
The Surprise Game
Well why doesn't the postulate ever fail? Alright, to understand that I better give you another
example. Back in the 1950's in London there used to be a game us auditors played and it's based
upon a very, very old game on the time track. Very early in this universe there was a game called
the "Surprise Game".
You see, a being goes up to another being and says, "Look now," he says "imagine this box here."
And, "Yes," says the other being and he imagines a box. "Just imagine," he says, "when you open
the lid of this box and look inside you will get a surprise. Just agree that that will be so." And the
other being says, "Alright. I agree that when I open up the box and look inside I will get a
surprise." Then the first being says to him, "Ok, now go ahead and open the box and look inside.
So he opens the lid of the box that he's just mocked up. Opens it and looks inside and, of course,
gets a surprise. See? What a marvellous game you see, the surprise game.
And we used to play this game in London. Ron Hubbard introduced the game there. He told us it
was an early track game and many of us checked it out and found it is so. You can find it, you can
find this game on anyones time track, very early on. I used to play this game with all the other
auditors. We used to play it on each other and get other people to play this game and get our
preclears to play this game.
I noticed something quite interesting about this game, that people who couldn't make the game
work were heavy cases. In other words, if a person could make this game work, you could try this
game on them and they could open the box and get a surprise they were pretty easy running
preclears. They weren't in any great case difficulties.
But when you got someone to explain the thing to them and got them to do it and they opened
the box up and never got a surprise, then this was a difficult case. But we never figured out why
this was so. It was so, and other auditors spoke to me about it and they checked it out, too, and
they also found that all the people that could make this game work were easy running preclears.
And all those who couldn't make the game work were rather heavy cases.
And there the matter sort of rested. I couldn't figure out why it was. Must be something to do
with games, you know, must be something to do with this game of surprise and there the matter
was dropped. It was only many years later when I was researching in the area of TROM that I
began to put all these bits together, on the subject of surprise and tied it up with various other
things and could understand why when a person can play this game they're a pretty easy running
PC. When they can't play this game, they never get the surprise when they open the box up,
they're a rather difficult case.
Surprise and Not Know
Well now, before we proceed we would have to go ahead and know a little bit more about this
subject of a surprise. Before you can be surprised in this universe, before you can have a surprise
you have to be willing to 'Not Know' something.
Now that is absolutely fundamental to this game. If you are willing to 'Not Know' something you
can always get a surprise. Now almost anyone can do this, but a person who is in pretty good
case shape and has good control over their 'To Know' postulates and their 'To Not Know'
postulates can actually do this most markedly.
That is they can always make their life most surprising by upping their willingness to 'Not Know',
by just increasing their willingness to 'Not Know' or put it another way to decrease their
willingness 'To Know'. See? And if you do this, increase your willingness to 'Not Know', you'll find
that life becomes a constant series of surprises. If on the other hand you increase your
willingness 'To Know', which amounts to decreasing your willingness to 'Not Know', all the
surprises go out of your life. See? And you can juggle these two postulates, 'To Know' and 'To
Not Know', balance them up so that you can get just the right amount of surprise in your life that
makes life interesting for you.
It's simply a matter of balancing the willingness to know against the willingness 'To Not Know'
and getting it to the level which gives you just the right amount of surprise that you think is just
right for you. It's entirely a matter of juggling those postulates willingness 'To Know' and the
willingness 'To Not Know'.
Basic-Basic Solo Games
Well now let's return to our surprise game, our game with the box, where the spiritual being
postulates that when he opens the box he will get a surprise and then he goes ahead and opens
the box and gets the surprise. Now, of course, this game could be played solo. It's a completely
solo game. In fact it's the earliest solo game I know of in the universe. There's no earlier solo
game than the surprise game. It's sort of basic-basic on this subject of solo games a person could
play with themselves, the surprise game.
And this is an important point which will come up later in the talk. So bear that in mind that this
is a basic game on the subject of solo games, it's basic, it's a basic solo game is the surprise game.
Now let's examine this surprise game a little bit more carefully. The person mocks-up the box
and he says that, "When I open the box I will have a surprise."
And when he opens the box and looks into the box he does get a surprise. Now let's just examine
carefully these steps here. He mocks-up the box and he agrees or postulates that when he opens
the box and looks inside the box he will get a surprise. Well quite clearly he has to 'Not Know'
what is in the box. But look, there's nobody else putting anything in the box except him. Right?
So this is where the 'Not Know' bit comes in. You see? In order to play this game there's various
things he has to be able to do.
First of all he has to be able to 'Not Know' then he has to be able to do something. Mock
something up and not-know that he's doing it. In other words he's got to be able to play a game
with himself. All these are requisites to being able to play the surprise game. Now you're
beginning to see why the person who can play this game in the universe isn't in a difficult case
condition. And why people who can't play this game are rather heavy cases. Anyone who can play
games with themselves and can manipulate their 'Know' and 'Not Know' postulates to such a
degree that they can play the surprise game with themselves. They still have considerable
control over those postulates, don't they?
And if they've got that much control over the 'To Know' postulate and that much control over
the 'To Not Know' postulate, which happen to be two of the postulates out of the basic goals
package, if they've got that much control over these fundamental postulates in that basic goals
package, there can't be all that much wrong with their case. You see that?
It means that the basic 'To Know' goals package isn't charged up. Get it? So the diagnostic
aspects that I discovered back in the 1950's relating this ability to play the surprise game and an
easy running preclear. And relating it to a person's inability to play this game and the rather
heavy running PC, was a correct observation.
Now let's press on. Now if you think about this for a moment, let's take a spiritual being who is
very adept at playing the surprise game. Well if he was very good at playing the surprise game
and very good at being able to mock things up like this and get surprises, he would be almost
self-complete in terms of games, wouldn't he. He would be able to create his opponent there,
which is really him mocking it up. He would be able to mock-up an opponent and play a game
with his opponent but the opponent is really his own mock-up. I mean, let's not kid ourselves,
with this whole thing of the surprise game. There is nobody else involved but him. There's
nobody reaching into that box putting things in there against his will, against his choice. The
whole thing is being done by him. And he gets the surprise, but it's him that's putting things in
the box or taking things out of the box and changing the conditions in the box and making all the
mock-ups and such. He's playing the whole game and still getting the surprise and it's all done
through the dexterous use of the 'To Know' and the 'To Not Know' postulates.
You can't disprove this as a proposition, but we could say that a spiritual being only got involved
with games with other beings in this universe when his surprise game became boring to him,
when he could no longer be surprised or sufficiently surprised in his own universe surprise game.
I'm not seriously suggesting that this is the way it happened but I will point out that it could have
happened that way. That a being with very excellent control over the four postulates of the 'To
Know' goals package could play some very involved surprise games with himself and could keep
himself amused there, very amused.
Well now let's just pause here and consider this surprise game from a therapeutic point of view.
Quite clearly when we run the basic 'To Know' goals package at Level 5 when we’re handling the
four postulates of the 'To Know' goals package, we're clearly improving the person's ability to
handle those four postulates and therefore improving their ability to play the surprise game.
Right?
Is there any other goals package that we could use that more specifically addresses the surprise
game? Yes there is. There's the 'To Surprise' goals package. Now the 'To Surprise' goals package,
the four postulates of this goals package are:
TO SURPRISE
TO NOT SURPRISE
TO BE SURPRISED
TO NOT BE SURPRISED
And, wait for it, the package is erasable. You can test this, whichever way you like. You can test
the ionisation. You can put the postulates 'To Surprise' and 'To be Surprised', into a mass and you
will find that they ionise mass white or coloured. Or you can do the earlier test with it and
discover the postulate 'To Surprise' is in no way opposed to the 'To be Known' postulate of the
basic package.
So, the 'To Surprise' goals package is erasable and when you test it, the third and final proof, of
course, is that when you test it and run the package in therapy it does actually erase. It's an
erasable package. I erased it some time ago, it's quite an erasable package.
Now a person who can easily play the surprise game with themselves has next to no charge on
that package but a person who cannot play that surprise game has one hell of a lot of charge on
that package. They can have so much charge on that 'To Surprise' package that they do best to
abandon it and realise that the surprise package is within the 'To Know' goals package, which it is
really, it's a part of the 'To Know' goals package because the whole of the subject of surprise is
absolutely fundamentally bound up with this subject of knowing and not knowing as we already
discussed.
So, it's no surprise to discover that once you realise that the 'To Surprise' goals package is so
closely associated with the basic package that it will collapse. It will quite easily, quite readily
collapse and so it's an easy one to erase but it's very diagnostic of the heavy case. If a person has
trouble with the 'To Surprise' goals package you can know that they're going to have a lot of
trouble with the 'To Know' goals package and they're going to have a lot of trouble on the
subject of knowing and not knowing.
The Playmate
Now, as I've already mentioned, the surprise game is the earliest solo game on the track and the
'To Surprise' game leads quite naturally into what is the second earliest solo game on the time
track.
The way it happens is this. The person plays the surprise game, and bear in mind in the surprise
game there's no opponent actually mocked up. The opponent is there but the opponent is only
there because of the games players postulates. His postulates, his know and not-know
postulates that he's using in the surprise game give the illusion of the opponent. Right? Well,
eventually the person playing the surprise game thinks to himself it would be a nice idea to
actually create the opponent whose putting things into the box or whatever the surprise is.
In other words, he creates an identity over there that's giving him the surprise and this would be
a natural extension of the 'To Surprise' game.
Now this is the game called "The Playmate". It's a definite point on the track, you can find it. The
game is playmate. Actually the word surprise will read quite strongly on the meter if this area is
charged. It is with many people and the word "playmate" will read on the meter too. They are
definite games on the time track, is the "playmate" and "surprise" games. Now there's the
"surprise game", which leads into the game of the "playmate". Now the "playmate" is the being
he mocks-up to play games with. See? That's his "playmate".
And at this point on the track of the "playmate" you'll find the spiritual being goes into great
conversations with his playmate and the playmate's always with him and he carries this mock-up
of his playmate around with him and no matter what he's doing the playmate's always sitting
there and if he gets into any difficulties he'll always have a little word with the playmate.
Now as I'm speaking these words do you recognise something from childhood on the subject of
the playmate? Recognise something that is common to almost all children in childhood? Yes
you've spotted it, the teddy bear. The teddy bear. The teddy bear phenomenon in human
childhood is a direct throwback, you might say, to the playmate game from the early track in this
universe.
The child simply mocks-up the playmate. The young child mocks-up the playmate and he
personifies it as the teddy bear. And we see this young child, this young toddler carrying this
teddy bear around with him all the time. He converses with it, often not in English, in some
language that's best known to himself and he won't be parted with it. When he goes to bed
every night he takes his teddy bear with him. And the teddy bear is in bed with him all night long.
When he plays his games in the house during the day his teddy bear is sitting there watching him.
And if you watch the child, you'll see him converse with the teddy bear. He'll say something to the
teddy bear and you'll see the child stop and he's looking at the teddy bear and the teddy bear is
speaking to the child. You can't hear it, of course, but the child is conversing with his playmate.
The teddy bear is very real to the child.
If you've ever picked up this period of your own time track, of your early childhood, you'll realise
that what I'm saying is completely true and factual. That the playmate is a definite solo game
that all children, don't want to say all, but darn near all children play.
The surprise game which is a predecessor on the track, the surprise game precedes the playmate
game but strangely enough the surprise game is just a little bit too intellectual for the young
child. So he'll play the playmate game with his teddy bear. It's as if he needs the substance of the
teddy bear, he needs the identity there. Something he can lay his hands on, something he can see
to play the playmate game
But essentially, it's the surprise game plus mass, that's all the playmate game is. It's the surprise
game plus the mass of the identity that is his playmate and can be his opponent in the games
that he plays. Now what happens to the playmate game in childhood? Where does it end up? Well
the child drags this teddy bear around with him usually for some months and then one day you
find the child no longer has the teddy bear and the child is ignoring the teddy bear, and the game
is over.
It's as if the child got bored with the teddy bear. I remember in my case, I simply got bored with
it. I simply, got bored with the game. I decided there were better games to play out in the real
universe and I didn't need this teddy bear, need this playmate any more. I could stand on my own
feet. I didn't need to keep conversing with the playmate.
I realised that there was nothing he could tell me that I didn't know myself so that ended the
game. And I think that's how most children end the game, they simply get bored with the game
and that's the end of the teddy bear. And Mum picks up the teddy bear and puts it in the
cupboard and there it stays forever. The child's finished with the teddy bear.
Now it's no surprise, no pun intended here, now it's no surprise to discover that any ill effects of
the playmate game can also be erased and handled in the 'To Surprise' goals package because
the playmate game, the game of the playmate, is basically the surprise game. It's just got that
extra bit of mass in it. And it's got the personification of the opponent in terms of the playmate.
You get it? So the little 'To Surprise' goals package will handle the 'To Surprise' game and the
game of the playmate. It will not only handle it in childhood, in this lifetime for you, but it will
handle it over the whole track for you. It will run the whole track, run the game out whole track.
It will also run out more than that as we will discover as we go on.
Liability in the Surprise Game
Are there any pitfalls, any liabilities to the surprise game? Or more importantly, are there any
pitfalls or liabilities to the game of the playmate? Yes there is. There's one, and as far as I know,
only one liability to this game.
And this liability is quite an important subject. The liability is that the person believes that their
playmate is alive in its own right. I'll give it to you again, it's so important I'll make sure that
you've got it, I'll repeat it to you again. The liability of the playmate game is that the person can
come to believe that the playmate is alive in its own right.
Now clearly such a belief is a false belief. The playmate is nothing else but a mock-up. And once
the person says to himself or comes to believe that his teddy bear or his playmate or whatever it
is on the track is alive. If sometime in the playmate game he comes to believe that the playmate
is alive in its own right, he's in trouble because it's false and the lie will persist.
And once he believes his playmate is alive in its own right he starts to oppose the playmate and
now he's in opposition with his own psyche and there is the danger. Now this material I've just
given you on this tape is the lead up material to the material on tape 2.
You remember I gave on tape 2 the subject of the machines and the subject of the fixed solution
to the problem and I talked then about dissociation. Well this material I'm giving you now
precedes that on the time track. It precedes it.
Or another way to look at it, you might say that the mental machines that I spoke about in the
second lecture are really just another name for the playmate. Yes you could look at it that way if
you wanted to. That they are simply one in the same thing. But, never the less, this bit of the
tape, this lecture up to this point, this material I've been giving you belongs prior to the material
I gave on tape number two and putting the whole lot together.
You now get the whole cycle of this subject of dissociation. This whole subject of the cycle of
dissociation starts with the surprise game goes through the game of the playmate and then all
falls apart if the person gets into later trouble with dissociations. Starts to dissociate in their
later life, it's because they believe that the playmate is alive in its own right, and that's the basis
of their troubles on it. You see that?
That's the basic of their troubles on this game. The playmate game falls apart at that point. You
get it? And all their troubles with dissociation start at that point because they then start to go
into opposition with parts of their own psyche, which is dissociation. So, this material I'm giving
you here in collaboration and conjunction with the material on tape number 2 gives us the whole
picture and gives us everything we need to know to resolve this subject and understand this
subject of dissociation in the human psyche. I can tell you now we've got the lot. We've got it all.
Once we understand the basic game, the earliest game on the track, the game that the person
plays with themselves, the surprise game, which leads into the game of the playmate, which is
the game of the teddy bear in childhood and that's the "key in" you might say of the early track
game.
If the person falls into this terrible trap of believing that their playmate or their teddy bear is
alive in his own right, they're doomed from that point onward. They go into mental dissociation
and they’re primed for schizophrenia.
Voices in their Head
They are primed to entities in their mind. They are primed to having voices talking to them.
They're primed to all the horrors that you can read about in any psychiatric text book on this
subject of dissociation. Not everyone who makes this mistake in the playmate game will go
insane. No obviously not. But potentially they can. The mistake has been made. You get it?
And we've now got all the data and all the material to handle it. Case wise all we have to run is
the 'To Know' goals package. Level 5 takes it apart. Level 5 plus the 'To Surprise' goals package,
that little subsidiary one, the 'To Surprise' goals package. And if the person has entities and so
forth, they can be, as I've already pointed out, they can be handled at Level 2 and Level 3 of
therapy, too. They can be time-broken at Level 3 and differences and similarities with entities
can be found at Level 2 and the whole subject of entities can be made the subject matter of the
'To Know' goals package at Level 5C.
So, we have the four addresses to this subject of mental dissociation at Level 2, Level 3, Level 5A
and Level 5C. And we've wrapped up this subject now, we've wrapped it up completely, this
whole subject of dissociation has been wrapped up. Now do you see what I meant when I said,
"this tape should be run concurrently with and is a pair with tape number 2 with this set."
The two of them form a pair and we can now wrap up this whole subject of dissociation. So as far
as therapy is concerned all we're adding on this tape is the 'To Surprise' goals package. It's just a
junior goals package; you can add that at Level 5B.
The 'To Surprise' goals package, you can throw that in. So really strictly speaking you can handle
dissociation, entities, and so forth at Level 2, Level 3, Level 5A, Level 5B with the 'To Surprise'
goals package and at Level 5C by making the junior universe and entities the subject matter of
the 'To Know' goals package.
So, there are our five addresses in TROM to this subject of dissociation, and I can assure you, in
those five levels we can crack this whole subject, because we now know where it comes from.
We now know all there is to know about this subject of dissociation. We've now got it licked.
We can know why Ron's technique of OT 3 failed to handle the entities. The OT 3, as anyone who's
attempted it knows, it goes on forever, and it does not flatten. Now why doesn't it flatten? It
won't flatten simply because while the person believes that these entities are alive in their own
right he's caught in the lie. And while he's caught in the lie the process will not flatten, he can't
get rid of the entities. Get it? He's simply falling into the trap that he fell into in the playmate
game. He keeps saying that the playmate is alive in his own right, that's the lie. He isn't, his
playmate is his own mock-up.
While he believes that the playmate is alive in his own right he starts building up mass on the
playmate and he starts to oppose the playmate, he starts to go into dissociation. That's why the
tone arm rises when you're dealing with entities on OT 3 you get a high tone arm and a stuck
needle. Why? Because you're building up mass, you keep calling the lie.
In OT 3 we have this unfortunate situation. It's a ridiculous situation. If the preclear or the Clear
whatever he likes to call himself with his right hand is trying to audit out entities while holding
them in place with his left hand by insisting they're alive in their own right then he's playing
games with himself and doesn't know he's doing it. Once he knows he's doing it he can stop
doing it. But the only way he'll ever find out he's doing it is to do the levels of TROM that handle
this material.
Then one day he'll say, "My God! With my left hand I'm saying the entities exist and they're alive
in their own right, with my right hand I'm trying to erase them out of my psyche. Well, how mad
can I get?"
Then they'll go. Then they erase. That's an end to it. He's now finished with his dissociation. He's
broken through and understood the truth of the matter. And he's now finished and can now
erase the surprise game and erase the game of the playmate and erase the entities. The whole
lot now will go. Gone. End. That's it.