SHSpec 026X 6107C03 Routine 1A Problems


6107C03 SHSpec-26X Routine 1A -- Problems

Routine 1A is problems processing alternated with sec checks. It is to
handle cases that are too tied up with out ruds to run CCH's.

What is it that makes a problem so deadly in processing? A problem is
postulate-counter-postulate, an indecisional proposition because the two sides
are in balance. One can hardly confront the two data at once; the PC doesn't
see the amount of confusion on it, and the confusion mounts up around each
side of it. Thus you get two separate zones of confusion, each side with its
stable datum, because each side has a yes and no about it. So you don't as-is
the problem and it persists. That's its most basic characteristic. People
get impatient with problems, so they solve them. But a problem solved has
been not-ised, not as-ised. The solution of a problem is, of course, an overt
against a problem. Everything in the universe is a cure for something else --
a solution. This is one reason the universe persists. Cures deteriorate and
solutions become new problems. Alcohol, a century ago, was curing things.
Even diseases once cured something. [Cf. sickle cell disease.] The bacteria
that caused disease once cured something. Take an organization that is hammer
and tongs on the subject of creativeness: the Catholic Church. They have the
hatchet out on the 2D; they don't think creation should be done that can be
prevented. They oppose VD campaigns because they think VD is a good thing, as
a cure for sex. If you get VD, sex stops; so if sex stops, you get VD. No
sex = VD because VD = No sex. Prostitution is also a no-sex proposition, so
it gives a no-sex disease. Sex is a cure for no bodies, and no bodies is a
cure for sex. You don't get a PC whose idea is, "Horses sleep in bed," who
wasn't curing something with that idea. Every aberration he's got was a cure
for something. His motionlessness is a cure for having killed so many
people. If you pick up withholds on killing, he will be able to move again.
Killing, too, was a cure for something -- maybe for hating people. Hate, in
its turn, was a cure for associating with people whom you might damage. And
Damaging people was a cure for people being people, etc. An aberration is a
cure that doesn't cure, that you don't understand.

This all goes back to confusions and stable data. If you have two
confusions and two stable data opposed to each other, which you don't
confront, you get an endurance, because you never as-is the thing; you solve
it. Pc's who go through vias continually on an auditing command have some
problem they've never looked at as a problem. When you run problems of
comparable magnitude, you've taken the via of curing the problem off automatic
and sneakily gotten the PC to take a look at the problem. Certain conditions
that are designed to cure other conditions actually create them. E.g. a
snake's venom makes a snake antipathetic, and snakes have venom because people
(and other animals) don't like them.

The willingness to solve problems but not to as-is them is the basis for
Q and A. People don't like getting the question fully duplicated as the
answer. This is because they are trying to solve some very fundamental
confusion they have. An effective method of teaching is to try to find the
source of the question. If you try to cure confusion, it continues. Duress and punishment are the results of despairing of solving someone's problems. Jails [and mental hospitals] are the cure for confusions about people. This seems awfully drastic, but it is born out of despair. The effect of jails is to merely educate criminals more into hating people.

There is a way to make a correct and frontal attack on these confusions.
They often stem from withholds, so a Joburg will help. You may note that a PC
may look a bit confused as he tries to find the problem he was solving. A
problem, remember, is a multiple confusion. There are two solutions or ideas
involved, each with its own confusion -- an encysted confusion. So one tries
to back off from it, which only pulls the problem along. This is why thinking
of a solution makes the problem mass move in. You can't really escape your
own ideas.

Thought mass is basically composed of problems. It endures because it's
not confronted. Given enough of this, the PC will be overwhelmed, and will
dramatize being a problem, one which is insoluble. So you keep worrying about
the PC because the PC is a problem. A PC who says he has had no gain is
saying, "I'm a problem -- Solve me!" Your chances of doing it are poor. He's
got two confusions And can't confront either. Pcs whose needles keep rising
are not-confronting a problem. You ask, "How are you doing?" The PC says,
"Fine." The needle rises. You ask, "What happened?" The PC says, "Nothing."
It's discouraging. They can't tell you what it is because they can't confront
it. CCH's will saw through this, but slowly.

A slow-gain case is heavy on comm lag, or not quite on the subject when
he's talking. The comm lag stems from no-confront; so does the alter-is,
which is a dissociation from the confusion. You ask the PC if he's got a
problem. He gets upset because he can't confront it and knows he can't, and
he wants to avoid it altogether.

Phenomena observed in the field stem from problems, on a no-confront or
inverted basis. In fields of stress or duress, religious cults make their
finest harvest. They offer an escape from problems. The reason Alcoholics
Anonymous doesn't cooperate with scientology is that they have (for their very
existence) a contrary datum: "Alcoholism can't be cured." You can't do
anything about it, so you might as well join A.A.

No matter where you go, you can never get away from yourself. If you try
to pretend you are not where you are, you get a dispersal of location; you'll
be buttered all aver the universe. The guy who permeates everything without
being anywhere is trying to escape his problems, which all carry a
no-confront. You put motion and action into a thought process, and they
become inextricably tangled up, inextricably, that is, short of scientology
processing.

All this is a prelude to a very simple killer process, for the PC for
whom all life is a problem. The difficulty for the PC is a series of ridged
problems. The ridges people have trouble with surrender on this one command,
which is horrendous to run because it moves very slowly at first and turns on
fierce somatics: "Recall a problem." You must be very careful to get the
question answered on "Recall a problem"; you should ask, "What problem was
that?" and make sure he is not giving you a generality instead of a specific
problem. The PC will come up with some interesting solutions, which will
suddenly turn awful. He'll discover he's been both sides of various
conflicts, each side to solve losing on the other. If the PC does a
locational on some object he's used to solve a problem of boredom, he'll come
uptone to interest. This is another reason touch assists work. (More details
on running Routine 1A).



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