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Engram Running
Basic Definitions for PC's (C/S 1)

Part of educating a pc in Engram Running is clearing the procedure and commands of R3RA. Also the words of the correction list for Engram running, L3RH, should be cleared before starting a pc on running R3RA. The definitions given here are cleared as well. This step is often called "Engram Running, C/S Instruction No 1."

Basic Definitions, Engram Running (C/S 1 for Engram Running)

Automatic Bank
Basic Basic
Black Field
Clear Intensive
Engram Clearing
Engram Running
Floating Needle
Invisible Field
More Solid
Multiple Illness
Original Item
Pleasure Moments
Pressure Somatic
Time Track


The auditor cannot see the pc's pictures but he has to get a solid reality upon their existence. Because just because he can't see the pc's pictures he must never slip into becoming  careless about them and not handle them correctly.

If an auditor doesn't really know what these things are (erasure, Locks, Secondaries, Engrams) he cannot, of course, handle them.
The most basic error in Engram running is just not knowing what these are and that they are there to be handled and that these, and these alone, cause psychosomatic illnesses and inexplicable pains, etc., etc.
If the auditor is going to handle the aches, pains, unwanted sensations and psychosomatic illnesses of the pc, it requires that he fully understands these basic definitions.
Millions of complications stem from the simple fact that a pc records experiences in mental image pictures and that these thereafter can affect his body. These complications are described in medicine, in psychiatry and psychology without much understanding of what is causing them.
One has to understand that mental image pictures are all there is in the pc's "mind". Understanding that  one has understood the total of aberration. There is not something else there. No "id", no "ego" (Freudian expressions). There are only mental image pictures.
These can be found and erased when you use the exact procedures of Engram running.

The pc often is unable to confront the actual Engram at once. He offers the auditor a Lock, a time when he had the somatic. Let's say we are handling a headache. One runs this Lock - one always runs whatever the pc offers and you don't force the pc. After putting the pc through the incident a couple of times it may become evident that the incident is getting more solid or it simply isn't erasing. One finds an earlier recording. This could well turn out to be a Secondary. The pc had a moment of loss and cried and also had a headache. This Secondary may or may not erase. If it does one ends off of course as it's finished. But if it does not erase and isn't erasing after a couple of times through, one then asks for an earlier one.
The auditor would probably find an actual Engram, a recording of a time when the head was actually injured. One runs this and after a couple of times through, finds it isn't erasing and so goes earlier for another Engram. 
This one erases. When it erases the whole Chain of headaches erases as well. And that is the end of the pc's headaches.
The auditor then asks for other somatics or sensations and handles them the same way.
It is all done by using the technique called R3RA without variation.
Since these recordings contain mainly other-determinedness (pictures of others doing things) the auditor always has more control over the pc's mental image pictures than the pc does. Thus the pictures do what the auditor says. This point too must be grasped by an auditor or he will be waiting on the pc to act or move in time.

Whatever the symptom, pain, sensation, whatever, it stems from either the body directly (such as a broken bone, a gallstone or immediate physical cause) or is part of the content of a mental image picture- the Locks, Secondaries and Engrams on the Chain.
The Engram Clearing auditor does not audit ideas or think. He is handling mental recordings. Ideas are in them. Ideas come out of them. But think is not part of Engram running.
In Engram running we simply handle Locks, Secondaries and Engrams. These are basically recordings or pictures.



   A recording of finite length.   
The length of the incident
is the Duration.


INCIDENT: The recording of an experience, simple or complex, related by the same subject, location or people. It is understood to take place in a short or finite time period such as minutes or hours or days.

DURATION: Length of time; time during which anything continues.


ENGRAM: is a mental image picture which is a recording of a time of physical pain and unconsciousness. It must by definition have impact or injury as part of its content.



SECONDARY: is a mental image picture of a moment of severe and shocking loss or threat of loss which contains misemotion such as anger, fear, grief, apathy or "deathfulness". It is a mental image picture of a time of severe mental stress. It may contain unconsciousness. When it is restimulated by a similar but lighter experience another mental image picture is recorded which becomes a Lock on the Secondary and serves to keep the Secondary alive. A Secondary is called a Secondary because it itself depends upon an earlier Engram with similar data but real pain, etc.

LOCK: is a mental image picture of an incident where one was knowingly or unknowingly reminded of a Secondary or Engram. It does not itself contain a blow or a burn or impact and is not any major cause of misemotion. It does not contain unconsciousness. It may contain a feeling of pain or illness, etc, but is not itself the source of it. Example: One sees a dog and feels a pain in the leg. This is a Lock on an Engram of being bitten by a dog. The picture of seeing a dog and feeling pain is locked to the incident of getting bitten by a dog. When one finds a Lock it can be run like any other mental image picture.
ERASURE: is the action of erasing, rubbing out, Locks, Secondaries or Engrams.

ERASING: means the content of the incident is less intense, less feeling of pressure or other sensation or the pictures less clear and vivid when actually confronted.

MORE SOLID: means the content of the incident is more intense, increased sensation or pressure or the picture more clear and vivid when actually confronted.

Going through 
the Basic Engram many times 
will rub it out and empty it for reactive content. When the basic postulate is found  the Chain is erased.

ERASED: after going through the basic incident (usually numerous times) it will finally have been fully erased. In Engram Clearing this happens when the pc finds the basic postulate that held the Chain of incidents in place.

ENGRAM RUNNING: Techniques used to run Engrams with. Also the activity of applying these techniques to a pc.

R3RA, Engram running by Chains: The principle process used on ST5.

ENGRAM CLEARING: This is ST Grade 5 - Engram Clearing. It uses Engram running by Chains, Routine-3-RA as its main process. It leads to Engram Clearing Completion. Routinely the pc will be found to go Clear at some point during Engram Clearing. This can be at any point of the whole Grade 5. If the pc states he feels he went Clear he is given a Clear Intensive by a specially trained auditor to find out if he in fact has made it.

POSTULATE: A consideration, decision or idea. In Engram running a postulate will be found in the basic incident. It tends to explain the whole Chain. "I am going to die!", "I'll never get out of here!", "This makes me sick!", "My arm is numb!", "I have lost the fight!", etc., etc. would be examples of such postulates in Engrams. They have an aberrative effect upon the pc.

CLEAR: A being who no longer has his own Reactive Mind. The State of Clear is routinely achieved through Engram running, but it is not always the case. If pc feels he went Clear he is given the Clear Intensive to find out for sure. 

CLEAR INTENSIVE: This is a special RD done after Engram Clearing. The purpose is to find out if the pc made it to Clear or not. It is done when the pc originates that he believes he went Clear. This can actually happen at any point in Engram running. It is done if the pc feels he made it; the purpose of the RD is then to ensure that he actually did. The Clear Intensive is done by a professional auditor and as such not part of this ST Manual. If the pc did not make it he can get more processing on Engram Clearing. If he completes that level without going Clear there are other processes that can be done so he will make it to Clear. This is the so-called alternative route, which has to be supervised by a competent case supervisor. At that level most of the auditing itself can be done solo, the pc is auditing himself on specified processes under competent supervision. It is sometimes called The Clear Certainty RDô or CCRD.

Somatics: Discomforts, 
misemotions, etc. 
   stemming from Engrams   
and the Reactive Mind

SOMATIC: means essentially body sensation, illness or pain or discomfort. "Soma" means body. 

SOMATICS: This is a general word for uncomfortable physical perceptions coming from the Reactive Mind. It is a general label word. It covers "pain" as well as "sensation". To understand the source of these feelings, one should have a knowledge of Engrams, ridges and other parts of the Reactive Bank. In ST anything is a SOMATIC if it stems from the various parts of the Reactive Mind and produces an awareness of reactivity.

PSYCHO-SOMATIC: means somatics or pains stemming from the mind.
PAIN: a feeling of hurting. It is composed of heat, cold, electrical, and the combined effect of sharp hurting. If one stuck a fork in his arm, he would experience pain. When one uses Pain in connection with clearing one means awareness of heat, cold, electrical or hurting stemming from the Reactive Mind.  Therefore what we call Pain is itself heat, cold and electrical. If a pc experiences one or more of these impulses from his Reactive Mind, we say he is experiencing Pain. "Electrical" is the bridge between sensation and Pain and is difficult to classify as either Pain or sensation when it exists alone.

Other uncomfortable 
perceptions stemming 
   from the Reactive Mind.   

SENSATION: All other uncomfortable perceptions stemming from the Reactive Mind are called Sensations. These are basically "pressure", "motion", "dizziness", "sexual sensation", and "emotion and misemotion". There are others but these are all combinations of the above and definable in these five general categories. If one took the fork in the pain definition above and pressed it against the arm, that would be "pressure". "Motion" is just that, a feeling of being in motion when one is not. "Motion" includes the "winds of space", a feeling of being blown upon especially from in front of the face. "Dizziness" is a feeling of disorientation and includes spinning, as well as an out-of-balance feeling. "Sexual sensation" means any feeling, pleasant or unpleasant, experienced during sexual restimulation or action. "Emotion and Misemotion" include all levels of the complete tone scale except "pain"; emotion and misemotion are closely connected to "motion"; they are only a finer particle action. A Bank solidity is a form of "pressure", and when the sensation of increasing solidity of masses in the mind occurs, we say "the Bank is beefing up". All these are classified as Sensations.

MISEMOTION: 2.0 and below on the tone scale. Anything that is unpleasant emotion such as antagonism, anger, fear, grief, apathy or a death feeling.

The TIME TRACK: is the consecutive record of mental image pictures which accumulates through the pc's life or lives. It is very exactly dated.
are mental image pictures containing pleasure sensations. They respond to R3RA. One seldom addresses them unless the pc is fixated on some type of "pleasure" to a point where it has become highly aberrated.




BLACK FIELD: is just some part of a mental image picture where the pc is looking at blackness. It is part of some Lock, Secondary or Engram. In ST it can occur (rarely) when the pc is exterior, looking at something black. It responds to R3RA.
INVISIBLE FIELD: is just a part of some Lock, Secondary or Engram that is "invisible". like a black field it responds to R3RA.
is in Engram running considered to be a symptom in a Lock, Secondary or Engram, simply part of the content.

Key In
   Seeing any dog keys-in   
an Engram of meeting 
a vicious dog.  Pc 
gets a pain in the leg.

KEY IN: is the action of recording a Lock on a Secondary or Engram.
is an action of the Engram or Secondary dropping away without being erased.
FLOATING NEEDLE: occur when a key-out occurs or when an Engram is erased.
When one keys out (rather than erasing) an Engram, the pc can always later get a key-in of that Engram again and so become ill, etc. again. How to deal with this is covered under Engram running EP.

MULTIPLE ILLNESS: means the pc is physically uncomfortable or ill from several Engrams of different types all restimulated. One runs one somatic Chain at a time, running each new symptom that is assessed or stated by the pc.
CHAIN: means a series of recordings of similar experiences. A Chain has Engrams, Secondaries and Locks. Example: Head injury Chain in the sequence and run by R3RA: seeing sporting goods in a shop window (Lock), losing a bat (Secondary), hit in the head with a bat (Engram). The Engram is the earliest date, the Secondary a later date, the Lock the most recent.
By using one somatic at the time to trace it back and by staying on the Chain of only one somatic you get back down the single Chain without dispersing all over the place. Thus one runs the Chain of one particular somatic or discomfort or complaint down to erasure before doing the next somatic or discomfort or complaint.


When a pc gets picture after picture after picture all out of control. This occurs when one isn't following an assessed somatic or complaint or has chosen the wrong one - one which the pc is not ready to confront. It can also happen as a result of overwhelming the pc with rough TRs or going very non-standard. Some pc's turn up in their first session with Automatic Banks. The thing to do is carefully assess the physical complaint for longest or best read and gently handle that Chain well.
BASIC: This is the first experience recorded in mental image pictures of that type of pain, sensation, discomfort, etc. Every Chain has its basic. When one gets down to the basic on a Chain it (a) erases and (b) the whole Chain vanishes for good. Basic is simply earliest.
UNBURDENING: As a basic is not at once available on any Chain one usually unburdens it by running later Engrams, Secondaries and Locks. The act of unburdening would be digging off the top to get at the bottom as in moving sand. As you run off later incidents, the ability of the pc to confront it also increases and basic is easy to run when finally contacted.
BASIC BASIC: 1) is the first Engram on the whole Time Track. At this time this is a theoretical concept in Engram Clearing. The pc will usually go Clear without having to contact such an incident. But as the theory goes - if we could find and erase the very first Engram of the whole Time Track, that would be the end of the Time Track itself as we know it.
2) Basic Basic: This belongs to advanced ST. It is beyond the scope of the Grades 0-4 and Engram running. It means the most basic of all basics it has been possible to establish; erasing it results in clearing. It is an implanted incident described and audited on the Clearing Course. The Clearing Course is only done if the pc did not go Clear on Engram Clearing. If the pc goes Clear on Engram Clearing there is no need to try to contact or run this implanted incident.


ASSESS:  in Engram running means choose, from a list or statements, which item or thing has the longest read or the pc's interest. The longest read will also have the pc's interest oddly enough.

PRE-ASSESS: Special assessment in R3RA, Engram running by Chains, where the auditor finds the type of somatic by assessing a list of all classes of Somatics that will produce a Chain. When the type of Somatic is found the auditor has the pc state the exact Somatic in his own wording. If it reads and pc is interested in handling it it is taken up. The pc's statement of the Somatic is called 'The Original Item'.

ORIGINAL ITEM: The item found through Pre-assessment and stated in the pc's words that are fitted into the R3RA commands and run to its Basic which is erased.

You have to know these definitions very very well so you don't have to memorize them but just know them and you will really get results with Engram running. The biggest failure in training auditors was their lack of understanding of what they were handling and their additive ideas, confusions and "think".
The discoveries of Engram running were basic and vital and opened a new unexplored frontier. The names were chosen because they didn't also mean something else in another field of science.
These terms are essential to any training or use of Engram running.

To Engrams, Basic Definitions, Print-out

Early Axioms of subject



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