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CT-5 - Engram Clearing - Primer

 

A Time Machine may be fantasy;  
but Time Travel into the distant past 
gets a new meaning with Engram 
   running. The pc is returned to incidents   
of his past and made to relive them 
with all the original perceptions. He can 
recover past experiences 
with an amazing number of details.

 

A little Primer and Short History of Engram running

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

Engram Clearing: This is CT Grade 5 - Engram Clearing. It uses Engram running by Chains, Routine-3-RA as its main process.

         


"The Reactive  Mind consists of Pictures" - It is full of recordings 
of bad experiences and incidents.  These are very accurately 
recorded but hard to reach. 

The types of incidents are:

 

   

Engrams:
A 'film clip' in the mind 
of an accident is a typical Engram. Here a motor cycle accident. The victim recorded what happened - even when 'unconscious'.
It contains Pain and
Unconsciousness.

Engram
is a mental image picture of an experience containing pain, unconsciousness, and a real or fancied threat to survival. It is a recording in the Reactive Mind of something which actually happened to an individual in the past and which contained pain and unconsciousness, both of which are recorded in the mental image picture called an Engram.
It must, by definition, have impact or injury as part of its content. The Engram is a complete recording, down to the last accurate detail, of every perception present in a moment of partial or full unconsciousness.

 

 


      

Secondaries:
A 'film clip' in the mind 
of a loss - like one's motor cycle stolen and damaged.
It contains Loss
and Mis-emotion
.

Secondary
A 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 recording of a time of severe mental stress. It may contain unconsciousness.

 

Locks:
A 'film clip' in the mind 
of a reminder of the Engram or Secondary.
Here the red scooter
restimulates the pc's
bad experiences with
motor cycles.
It's a 
Reactive Reminder.

Lock
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. A Lock is a mental image picture of a non-painful but disturbing experience the person has experienced and which depends for its force on an earlier Secondary and Engram which the Lock-experience has restimulated.

 

 

Engram Running:
When you run an 
incident the pc is made 
to relive each 'film clip' 
in great detail. You 
usually have to run a 
Chain of incidents going back in time. You run one incident, find an earlier one; run that one, etc., until you find the first one...

Chain
A series of incidents of similar nature or similar subject matter.

Chain of incidents
A whole adventure or activity related by the same subject, general location or people, understood to take place in a finite time period, weeks, months, years or even billions or trillions of years. Each incident (such as "a time you rode your motor cycle") is a short period, but related to earlier incidents. Together they make up one Chain.

 

Erasure:
Going down a Chain 
of Incidents and going through 
the Basic Engram many times 
will rub it out and empty it for reactive content. It has been 
erased and the Chain is gone.

Erase
To go over an engramic recording repeatedly until it has vanished entirely. There is a distinct difference between reducing an incident and an erasure. Erasure is accomplished when you find the earliest part of the earliest incident on a Chain and get the postulate the pc made at the time. 
When the postulate comes off the incident will be erased. (The incident can still be remembered, but now it is an analytical experience).

 


Short History

1950 - Engram running was first released to the public in Ron Hubbard's best-selling book, "Dianetics, the Modern Science of Mental Health." Students flocked to this new activity and was taught to audit Locks, Secondaries and Engrams on each other. The method taught in the book is still in use as it is quite effective and easy to teach. Originally the pc would lie on a couch, psycho-analysis style. No Meter was used. 

   Engram running in 1950   
   was originally done 
with the pc lying down 
- psycho-analytic style. 

 

1951 - Ron Hubbard discovered, that "past lives" could be contacted with Engram techniques. Later many other techniques were developed and Engram running went out of use.

1952 - The book "A History of Man" was released. It is an amazing account of Man's history as it can be viewed through auditing. Many pre-Earth incidents were contacted and mapped out.

1959 - The book, "Have you lived before this Life?" was released. The book contains a detailed record of incidents contacted in Engram running by many different pc's. Engram running had a short renaissance around this time, but went out of use again.

1963 - There was some work with dating Engrams and find their duration as a method of contacting whole-track incidents. It later (1969) became part of Routine 3R, Engram running by Chains.

1966 - Engram running. An updated version of Engram running per "Dianetics, the Modern Science of Mental Health" was released. It was taught to new student auditors as a way to get familiar with auditing and the mechanics of the mind. Running Secondaries and Engrams were early auditing actions, done on new pc's.

timetrack3.jpg (29690 bytes)

With Engram running using 
R-3-R (1969) and later R-3-RA
(1978)  the Time Track suddenly 
   opened up to most pc's. The Time   
Track is the complete picture 
record of the pc's past.

 

1969 - Standard Dianetics was released and was a big 'Hit' for a number of years. It was audited as the first major Grade on relatively new pc's. It was done before Grade 0. Routine 3-R, Engram running by Chains was the central process used. Many different ways of locating Chains to run were used. Auditors were assessing for emotions, feelings, somatics, pains, aches and attitudes connected to a subject in question. Such a sensation, etc. could be tracked down on an Engram Chain until the basic incident was contacted. By going through the basic incident many times it would erase. The mental image picture, containing that particular somatic, etc. would be 'rubbed out' or erased  (As-is-ed in the language of the Axioms). Subjects used could be use of drugs, study, and many others. The most important tool in finding Chains was a general listing of these somatics and attitudes on the so-called Health Form.  Any way Chains could be located was of interest. Pc's would quickly contact the whole-track and the tales around the activity were amazing, entertaining, unbelievable and sometimes enlightening.

1974 - Expanded Dianetics was released. The central process, R-3-R, was here used to handle evil purposes. These could be traced back in time on an Engram Chain and the basic incident found and erased, causing the evil purpose to As-is.

1978 - NED - New Era Dianetics
was released. The central process was an update of R-3-R, now called R-3-RA. One of the major changes was going for the Postulate in the basic incident. It was found there was a basic postulate behind an engramic Chain that actually held it in place. The rule was "Postulate off = Erasure". NED uses Meter Assessment to a large extent. This makes it a very precise and fast action compared to Standard Dianetics, but it also demands excellent Meter skills on the part of the auditor.

 

 

Postulate off=Erasure 
was the big discovery in 1978. 
Unless you get to the very bottom 
of things - like the earlier beginning 
   - the thing isn't handled completely.   
When you get to the tip of the roots 
   and get the postulate off you are done!   
You have "completely removed 
the whole root system of the weed".   

 

1981 - DianeticsClear. It was also found, that a majority of pc's would actually go Clear on running Dianetics. This had apparently happened in great number since 1969 (and even earlier on 1950 style). When this was clearly established it sorted out a lot of problems, confusions and mystery cases. Pc's audited on Engrams after attaining Clear had run into a lot of problems and odd phenomena.

Following this discovery NED was made into a Grade done after Grade 4. Its use became more restricted as it was now recognized it was better done on pc's after their Ability Grades 0-4.

Grades 0-4 Versus Engram Running
One of the major differences between the Grade processes of 0-4 and Engram running is, that most Grade 0-4 and repair processes take the subject to a state of key-out or release, while Engram running erases the basic incident and the postulate behind the difficulty. When something is taken to key-out only, it may key in again later and again bother the pc. But with the gradient approach of doing the Grades 0-4 first and then Engram running the pc is ensured wins all the way and final victory in the form of the state of Clear. 

 

Big Bank - Small PC
something has to be done!

Ability Clearing; Positive
Gains: Increased ability.
PC gets bigger. Bank 
  keys out and seems small.  

Engram Clearing;
Negative Gains: erasing 
things. Bank made smaller.
PC seems bigger.

The Ability Clearing, Grades 0-4, concentrates on increasing the pc's abilities. They go for positive gain (as a rule). It makes the pc bigger. Engram running erases the negative incidents and disabilities caused by them. That is progress by 'absence of barriers' and disabilities - often called 'Negative gain'. It makes the Bank smaller. Both approaches are necessary for optimum gains.

Recall Versus Returning
Engram Clearing has its own set of Axioms, the Dianetics
Axioms of 1951. But in terms of the 1954 Scn Axioms, listed in CT-0 (and in the appendix), the difference between Engram running and recall can be understood this way:

1. Recall: Pc is made to communicate with his past and the pictures in the Bank. Cause-distance-Effect is the basic comm formula. The pc is in present time, the pictures are in the past. By getting the communication formula established, the pc becomes Cause, the pictures Effect and the pc establishes the correct distance, including distance in time. The Bank keys out and moves away.

2. Engram running: The pc is returned to the incident - as if it was happening right now. By doing this you take advantage of his ability to make a perfect duplicate. It is best defined in Axiom 20. The 'Object' in this case is the engramic incident:

"Bringing the static (pc) to create a perfect duplicate causes the vanishment of any existence or part thereof. A perfect duplicate is an additional creation of the object, its energy and space, in its own space, in its own time, using its own energy. This violates the condition that two objects must not occupy the same space, and causes a vanishment of the object".

In terms of the Scn Axioms, that is what Erasure means, a perfect duplicate. The downside is, that there are millions of such incidents. The approach thus is, (1) to key out wholesale parts of the Bank. (2) To fully erase the most resistive and nasty incidents.

 


The State of Clear is 
routinely attained on 
Engram Clearing after Grade 4. 
Things are permanently 
erased with R-3-RA.

  Clear is a state, where the pc no 
longer has a Reactive Mind ('Bank'). 
The whole Bank basically gets 
erased permanently. This results 
in greater well being, better 
   performance and greater interest in life.  

 

 

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