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Keywords for Grade 6,
Routine Six End-Words

 

The subject of GPMs, including materials related to R6-EW, was researched by Ron Hubbard in the 1960s. A full record of this research is part of the Briefing Course and its many taped lectures. It is however not necessary to know every twist and turn of this research if one's purpose is simply to understand how R6-EW is Solo-audited. This keywords glossary should give you adequate data for your practical understanding and application of this Level. A more complete glossary exists for reference.


ALTERNATIVE ROUTE:
If a PC does not go Clear in Dianeticsô auditing he is programmed for the Alternative Route to Clear. After attesting to having completed the Dianeticsô auditing the PC is given the Power and Power Plus Grade. Then he does the Solo Auditors Course and audits R6-EW and the Clearing Course materials to completion and to the state of Clear.

ROUTINE SIX END-WORDS (R6-EW):
1. Solo-auditing process where the Solo-auditor audits out Locks on the core of his Reactive Mind. R6-EW is the main process of Grade Six of the Alternative Route to Clear.
2. In R6-EW the Solo-auditor finds things that he is dramatizing in life and trace them back to End-words in the Bank and audits this to Key-out. It is a light touch approach to the core of the Reactive Mind that consists of a number of GPMs (Goal-Problems-Masses).

 CC: Stands for Clearing Course. It refers to the materials on that Level and also the auditing action described in those materials leading to the State of Clear.

 

A problem with two opposing
forces tends to build up mass.

PROBLEM:
1.
Anything that has opposing sides of equal force, especially postulate-counter-postulate, intention-counter-intention or idea-counter-idea. 2. It is an intention-counter-intention that worries the Preclear.

GOAL: 
A long time effort to reach a certain end result. This end result can be a beingness, doingness or havingness. Example of a beingness: to become the leader or top figure of something. Doingness: To become the best (most skillful) chess player I can be. Havingness: To own a million dollars of property. 
Over time the PC has pursued many different Goals. Some of these major Goals (one at a time) defined the Beings livingness; his beingness, doingness and havingness. To succeed the Being had to overcome obstacles and opposition.
Any such Goal will have a long series of Engrams, Overts and Withholds, etc. connected to it. If we have the Goal 'To reach the North Pole by dog sledge' (just an example) you can imagine the troubles and hardships the person had to endure to succeed. Injury, freezing, exhaustion, starvation, fighting polar bears, causing death of other expedition members, etc. They all formed Engrams, Overts, Withholds, etc.

WHOLE TRACK:
1. The Whole Track is the moment to moment record of a personís existence in this universe in picture form. Also called the Time-track.

 

A GPM builds up over many lifetimes. 
Goal 1 is earliest. It is met by 
opposition and at some point abandoned.
The person tries a new approach. 
Goal 2 is pursued but suffers the same fate. 
So does Goal 3.
The old Goals and their opposition get 
 restimulated by similar pt Goals and opposition.  
It's a criss-cross of  old "eternal
conflicts" the person tends to dramatize in pt.

GPM ( GOALS PROBLEM MASS ):
1. A GPM is composed of mental masses and significances which have the same general pattern from person to person. The significances and masses in GPMs dictate certain types of aberrated attitudes and behaviors, pains, sicknesses, feelings of heaviness, tiredness, and other undesirable things. The significances are usually behind aberrated behavior; the masses, when pulled in on the individual, are more likely to cause psychosomatic illnesses, pains or feelings of heaviness and tiredness.

2. A mental energy-mass (or ridge) in the Preclears mind. It came about as a result of a series of long range Goals the Preclear pursued over many lifetimes - one at the time. Each built up mass due to opposition from others and ensuing Engrams, Overts, Withholds, etc. - as explained under 'Goals' above. A Goal is pursued for many, many years and builds up mass. It's what defines the persons beingness, doingness and havingness at the time.  The conflict between this Goal and the opposition it faces and continuously has to fight is the basis of the GPM. A new version of that Goal and its opposition adds a new Pair to that GPM. Each Pair is in other words a recorded "eternal conflict". A GPM that comes about this way (as a result of living) is called an Actual GPM.

3. The GPM is a problem created by two or more opposing ideas. They confront or oppose each other in a balanced way. This unresolved conflict of ideas or Goals results in a mental mass. A GPM is a mental energy mass.

4. Ron Hubbard explains the basic mechanism this way: "If you took two fire hoses and pointed them at each other, their streams would not reach each otherís nozzles, but would splatter against one another in midair. If this splatter were to hang there, it would be a ball of messed up water. Call hose A the force the PC has used to execute his Goal. Call hose B the force other dynamics have used to oppose that Goal. Where these two forces have perpetually met, a mental mass is created.
This is the picture of any problem - force opposing force with resultant mass. Where the PCís Goal meets constant opposition, you have in the Reactive Mind the resultant mass caused by the two forces: GOAL = force of getting it done, OPPOSITION = force opposing it getting done. This is the Goal Problem Mass." (excerpt from taped lecture).

DICHOTOMY:
1. can-can't is the plus and minus aspect of all thought. It is called a Dichotomy with a specialized word. 2. a pair of opposites, such as black-white, good-evil, love-hate.
2. A Dichotomy in relation to GPMs means plus and minus. A plus word and a minus word. Each major idea has two parts: a PLUS and a MINUS. These are opposed to each other.
The two sides are of the same order of things. They always belong to the same overall group or subject. 
Plus and minus form a current between them as you will find in an electrical battery. They interchange current. They are in conflict. What is generally agreed to be the unwanted or poor side is minus. What is generally conceived to be all right is plus.
Example: we have the major idea that an individual has a financial status. Wealth is the PLUS and Poverty is the MINUS.
So a DICHOTOMY means two parts of a major idea. We have two opposites in active conflict with each other.

 

A Dichotomy consists of 
Plus/Minus ideas of one 
common subject. They are 
in conflict with each other 
and capable of producing an 
electrical current. 

 

GPM GOAL: 
A Goal in a GPM. It starts with "to" and then it has a verb (Root-word) and then it has an End-word. A Goal could be: "to catch cats". "To catch" would be the root, and "cats" the End-word.

END-WORD: 
1. An End-word is a noun or a condition made into a noun. It's the final word of a Goal.
2. The End-word is the common denominator to the whole of a GPM. 
All the Goals in one GPM have one thing in common: the End-word in these Goals are one and the same. If the End-word is 'Cats' the Goals could be: 'to breed cats', 'to catch cats', 'to kill cats', 'to please cats' and so on. The common denominator is simply the End-word, 'Cats'. So we have a series of Goals related to the End-word 'Cats' and this End-word is the common denominator that holds the GPM together in the Bank.

 

 A Pair inside the 'Goodness GPM'.
They have the EW 'Goodness' in
common, but opposite Goals.
(All examples used are fictive.)

 

 

DRAMATIZATION:
1. To repeat in action what has happened to one in experience. Thatís a basic definition of it, but much more important, itís a replay now of something that happened then. Itís being replayed out of its time and period.  
2. Complete dramatization is to completely identify past with present. It is the Engram in full force in present time with the person taking one or more parts or roles of the dramatic persons present in the Engram.
3. Thinking or acting in a manner that is dictated by masses or significances contained in the reactive mind. When dramatizing, the individual is like an actor playing his dictated part and going through a whole series of irrational actions.


CHAIN:
1. A series of recordings of similar experiences. A chain has Engrams, Secondaries and Locks.
2. Incidents of similar nature strung out in time. 3. A series of incidents of similar nature or subject matter.

© Prometheus International, 2004. Plus fair use quotes from Ron Hubbard's published notes and works.