The basic process of R6-EW consists of these two commands:
"What am I dramatizing?"
"What would oppose that?"
In this chapter we give the practical instructions of how to run it and the Do's and Don'ts of the process.
As you can see, the two commands ask for opposites. That is what we call a Dichotomy. We are looking for End-words. We are looking for End-words that are hot in the PCs current life to a point that they occasionally take control over his life and make him go through a sequence of actions that essentially are a dramatization of a GPM. It is of course not the words by themselves that exert this control. It is the force and masses in the GPM Bank that really does it. But the End-words can be found and by doing so this section of the Bank will key out. The PC will be able to take a step back and bring about a Key-out. He can in other words laugh it off by becoming aware of what was going on. This is about how far we want to take it at this stage. We are going for Key-out of things the PC is already dramatizing in life.
Between 1959 and 1966 Ron Hubbard did a lot of research into these GPMs. It was found they followed a basic pattern that was the same from PC to PC. There may be variations in what End-words one PC to the next finds, but the basic pattern or general anatomy of the GPMs are the same. It was also found that auditing these GPMs was risky auditing.
Actual GPMs in terms of aberrative power are much stronger than Locks, Secondaries and Engrams. An actual GPM gets built up over a vast period of time. Ten of thousands or millions of years and countless lifetimes. It's the PCs whole-track history that stacks up this way. It's like an actual GPM is similar to a big, solid mountain; Engrams and Secondaries are like the grass growing on the surface, and Locks are like smoke blowing over the grass just obscuring it.
You will later learn about Implant GPMs. These are Implants that look like GPMs; they are a vicious type of Engrams of shorter duration. An Implant is an intentional action of overwhelming the Being (Thetan) with an idea, Goal or other significance. The overwhelm can be done by various means, including use of drugs. The most common method of overwhelm on the Time-track applies some kind of electronics or electro-chock. The Implant is a way to install a fixed idea in a Thetan's mind by artificial means. It is done in an attempt to gain control over that Being's behavior.
When we call these Implants for GPMs it's because we find implanted Goals and End-words in opposition to each other. These Implant GPMs are identical from PC to PC. But they are still Engrams and they derive their real aberrative power from Actual GPMs, the type the PC lived through. In aberrative power the size could be compared to huge trees on the mountain above.
In the 1960s auditing of Actual GPMs done by unskilled Auditors routinely resulted in all kinds of undesirable conditions and illnesses turning on. There were even reports of deaths among unskilled students and practitioners. It was also found, that although the Actual GPMs are very similar from PC to PC it was a hit and miss proposition to find what part to audit in order to benefit the PCs case.
The R6-EW process gets around all these dangers and drawbacks by finding what is in restimulation and taking it to Key-out. This makes this processing fast, direct and safe and with an upside of tremendous gains.
In the research leading up to R6-EW there were a lot of theory and small rules that had to be followed closely. There were talk of Line Plots, Items, Reliable Items, Terminals, Opposition Terminals, on and on of difficult terminology that on the one hand was sought to be kept confidential or secret; and on the other hand could have fatal consequences if misunderstood. In addition there were endless Listing and Nulling actions, something that likewise is dynamite if not handled right (none of the just mentioned terminology nor Listing and Nulling is part of R6-EW).
All this has been overcome with R6-EW. This Key-out process will tend to straighten out the Reactive Mind with little risk. The End-words that are charged will in short order locate the parts of the core Reactive Mind that are in restimulation and key those parts out. The rest you leave alone as it doesn't bother the PC anyway.
The Rules of R6-EW
1. There is no Listing and no Nulling in R6-EW. It is explicitly forbidden to do long lists of possible End-words. When working out an End-word you may note down four or five to get the wording right but you should never go into formal listing.
2. When finding the right End-word note it down clearly with read.
3. Always find the opposite End-word of the Pair before going on. Finding one and not the other unstabilizes the Bank and would leave the process cycle unflat.
4. Just find Pairs
5. If the action doesn't fly but you feel upset, the Meter stops to respond, you start to dramatize, etc., etc. realize you have gotten a wrong Pair or a wrong mate in a Pair of End-words and sort it out right away. Clearly mark all the End-words and Pairs you find in your worksheets. You can use a set of questions listed below to find out what is going on if the running gets difficult.
6. Stick to the process and don't do other actions with the End-words when found. Just find End-words, enjoy the Key-out and that's it.
7. If a found word seems an End-word to you, yet you don't get the expected and required Meter read, put in the Buttons "Suppressed" and "Challenged" on the possible End-word. A read on a Button is a valid read for the End-word. A correctly found End-word produces a sizeable Meter read, Long Fall or better.
8. keep a good record of Meter reads and Blowdowns in your worksheets.
9. Don't ever try to make lists of End-words between sessions. You need the discipline of a session and the Meter to sort things out correctly. Unmetered "listing" is and off beat action that can cause a lot of hardship and upset.
10. Find only Pairs. When you have proved out (on the Meter) a plus, find the minus. If you find the minus and it proves out, find the plus.
Here is how Ron Hubbard explains it:
Finding the End-Word
There is a party game called Charades. One party acts out a word and the other party is to guess it. This is pretty much what you are doing on this process.
You ask the question "What am I dramatizing?" The PC (you) takes a look of what behavior could be called a Dramatization in his or her life and notes it down. Having done that he now has to get that labeled with one single word, an End-word in the form of a noun. You want a form that would hold up for the ages. You want a broad concept, a timeless word that does not depend on a narrow set of circumstances, a certain culture or technology.
First you write down whatever comes to mind. Then you work it over to get it right, into just one word in the form of a formal noun. You will often have to work adjectives into nouns by adding -ities, -ice and so on as explained earlier.
The whole question is just "What did I, a Thetan, early track cook up that I am now getting my head kicked in with?"
"Tallness," "Stealth," "Hugeness," "Vastnesses," that sort of thing.
You now check it out, using the Meter:
"Is it an End-word?" It should give a good read. LF or BD.
There are a number of questions you can use to sort out the situation if it doesn't check out right away:
"Is this an End-word?"
"Does it have GPMs?"
"Is it a Lock?"
"is it an Implant?"
"Is it an actual End-word?"
"Is it a phrase out of an Engram?"
"Is it a Lock on a Root?"
"Is it an Item?"
Only the first one should always check out. If it wasn't an End-word find the End-word that fits the dramatization you are working on.
Snakes travel in pairs. So do End-words. You have to find both sides of the same sort of thing. If you just found "Rotten" you must now find "Fresh" or "Preserved" and prove that out as well.
Here's an example: You ask "What am I dramatizing?" You think, then "Eating". Ok, what is its reaction? Well, -ing isn't any End-word (it's a verb) so maybe its "Food." That doesn't read. Maybe it's "Inflow.'' And so on and suddenly bang, full dial, there It is, the first snake in the Pair whizzing and poisonous, the right one that expresses that idea you had.
Good. Now let's get the opposite. "Hunger," "Deprivation," etc., etc. And bang, you have its partner, the second snake.
And so you go. You find Pair after Pair for that dramtization.
Pretty soon they start popping up. Check them out, get the Pair, Pair after Pair. When it all slows down again, once more "What am I dramatizing7" And you're on your way once more.
It's quite a process.
However, these facts remain:
1. It takes an ability to detect one's own actions before one can detect those of others;
2. It takes unburdening to make a case run smoothly;
3. The least dangerous early approach to Clear and OT with the greatest case gains lies in the discovery of Pairs of End-words that are in restimulation on one's own case;
4. The best way to start a new PC on Solo is to use R6-EW. Do not run GPMs.
The question, "What am I dramatizing?" may be unflattering and
you may prefer "What noun has been in restimulation." If so, fine.
It works as well.
© Prometheus International, 2004. Plus fair use quotes from Ron Hubbard's published notes and works.