Reach and Withdraw Assist
References
HCOB 10 April 1981 "Reach and
Withdraw"
HCOB 29 July 1981 "Full assist checklist for Injuries and Illness"
PAB No. 7 "Six Steps to Better Beingness"
Tape: 6307C25 SHSBC 290 "Comm Cycles in Auditing"
HCOB 14 August 1963 "Lecture Graphs"
Phoenix Lectures
Description
Reach and Withdraw in processing
has long been used to bring about an increase of sanity -- it has both
mental and physical uses.
It is used to get a person into communication with anything that may
be troubling him, be it a person, a situation, an area or a part of the
body. It also serves to separate him from terminals and situations so
that he is not compulsive toward them.
Reach and Withdraw can be used to restore communication to a sick or
injured body part, and is often used this way in assists.
Commands
"Reach that ____ (body part). "
"Withdraw from that ____ (body part). "
The following commands may be substituted if the wording is more
appropriate to the particular person, place or thing being addressed.
"Touch that ____. (body part). "
"Let go of that ____ (body part). "
A person, place, or thing is named in the blank and the commands are
given alternately (1, 2, 1, 2, and so on repetitively, with an
acknowledgement given after the execution of each command.) It is done
on that one thing until the person has a minor win or three consecutive
sets of command with no change in the person's motions or attitude. Then
another person, place, or thing is chosen and the commands are taken to
a win on that item, and so on.
The processor running Reach and Withdraw on another person always
points to the object (or person, space, et.) each time he gives a
command so there will be no mistake made by the person doing it.
End Point
The end point of Reach and
Withdraw is a win or realization accompanied by good indicators on
the whole area being addressed. Reach and Withdraw would not be
run past a major win on the area.
In processing, Reach and Withdraw is run to a realization and good
indicators.
Cautions
Overrunning this action will cause
difficulty. This has been a problem particularly when the person is
supposed to run Reach and Withdraw on a series of items (as in
Reach and Withdraw on the course room). The person may hit the
end point of the whole action on the second item, yet it is continued on
other items past the end point. One runs Reach and Withdraw to
its stated end point and that's the end of it. Don't go rote and plow
the person in. When he's had his win and is brightly in present time and
feels good about the environment, end off.