Reach and Withdraw
References
HCOB 28 February 1959 "Analysis
of Cases"
PAB No. 7 "Six Steps to Better Beingness"
Tape: 6307C12 "Comm Cycles in Auditing"
The Phoenix Lectures
Overview
Reach and Withdraw is a
very simple, but extremely powerful, method of getting a person
familiarized and in communication with things so that he can be more at
cause over and in control of them.
One would not expect a person to be at cause over and to have much
control or understand of or skill in something with which he was not
familiar. The keynote of familiarity is communication.
Reaching and withdrawing are two very fundamental actions in this
universe and Reach and Withdraw is actually a breakthrough from
advanced technology.
Life itself is composed of reaching and withdrawing.
Communication is actually based on Reach and Withdraw.
A person is out of communication with something because he is
withdrawing from it and is not about to reach out to or contact any part
of it.
If a person cannot Reach and Withdraw from a thing, he will
be the effect of that thing. A person who cannot Reach and
Withdraw has no space. Everything is caved in on him. And this is
awfully true in these druggy contemporary times.
If a person can reach for something and withdraw from it, he could be
said to be in communication with that thing.
To be in communication with something is to be cause over it.
By REACH, we mean touching or taking hold of. It is defined as "to
get to", "come to", and or "arrive at".
By WITHDRAW, we mean "move back from", "let go".
Reach and Withdarw has been developed to bring a person into
communication with and more at cause over objects, people, spaces,
boundaries, and situations.
It also extroverts a person from something he tends to be introverted
into.
Uses
Reach and Withdraw has a
variety of different uses. It can be run as a drill on a student, staff
member, or any person in order to familiarize him with the objects and
spaces and boundaries of his work or study area.
It is also used in session, as in Assists, etc.
Reach and Withdraw is a very broad tool and whether used on
a staff member, student, or viewer, will have far reaching effects. It
is very easy to run.
Anyone can run Reach and Withdraw who understands the theory
and procedure.
Theory
In Reach and Withdraw, you
are doing connection with associative restimulators.
And associative restimulator is something in the environment of an
individual that he has confused with an actual restimulator.
Restimulators are the direct approximations (in the environment of
the individual) of the content of engrams. They can be words, voices,
tones, people, objects, spaces, etc.
The person has confused the objects, forms, and spaces in his
environment with those incidents in his past.
A=A=A enters in and you get a whole dangerous environment to the
individual. Some areas are more restimulative than others, because they
contain objects which directly restimulate past engrams.
When a person runs Reach and Withdraw on his space or area,
he knows nothing about the associative restimulators in that area. The
whole place is not restimulative to his past. It might just be the desk.
Or it might be the air vent.
You don't know what it is and he doesn't know what it is, but you'll
get it and you'll run Reach and Withdraw on it and when you hit
it, that thing will cease to be an associative restimulator or
restimulator and he'll have a realization.
In other words, the objects, forms, and spaces of earlier incidents
go back into the past and those in the present cease to be restimulators
and he comes into present time, boom!
When you run Reach and Withdraw on a pilot, making him
Reach and Withdraw from an airplane and its various parts,
you're getting rid of all the joysticks that went into his stomach
200,000 years ago and the propeller that cut his head off on Arcturus
and all that sort of thing. These things get peeled off and actually go
into the past and cease to trouble the person when he perceives a
similar object, form, or space in the present.