Reach and Withdraw on an Alcoholic
References
HCOB 28 February 1959 "Analysis
of Cases"
PAB No. 7 "Six Steps to Better Beingness"
Tape 6407C12 "Comm Cycles in Auditing"
The Phoenix Lectures
Description
A being is nothing and he's
unwilling to be something in terms of mass, so therefore he gets an
endurance of masses. This is the trick by which he makes mass endure.
But he can be caught in this trick. And the way he caught himself is he
made up a bank which told him what he should be willing to duplicate and
what he shouldn't be willing to duplicate. And he made that bank up in
two halves. He made it with the cowboys in the white hats who he must be
willing to duplicate, and the cowboys with the black hats who he must
not be willing to duplicate. And therefore you would find all the
cowboys in the white hats duplicatable and thus disappearing, and all
the cowboys in the black hats becoming more and more real and solid.
This guy is worried about becoming an alcoholic. He doesn't have to
drink and experience alcoholism to get himself out of it. He'll more
likely go the route, and he'll wind up down there with Alcoholics
Anonymous, embezzling their treasury or something.
You can figure a case out nicely. You want to get a case over some
kind of obsession or something like that. Well, set this alcoholic down,
give him a bottle, give him a glass. Now what we mustn't do is
experience it. It's non-therapeutic. But communication -- yes, he's got
to communicate with it. And you just reach and withdraw from the bottle,
from the glass. Get photographs of alcoholics on skid row or something
of the sort and have him reach and withdraw from the photograph.
Anything you want to do, any way you could figure it out.
Commands
The commands for Reach and
Withdraw are:
- "Reach that ______."
- "Withdraw from that ______."
The following commands may be
substituted if the wording is more appropriate to the particular person,
place or thing being addressed:
"Touch that ______."
- "Let go of that ______."
End Point
Run the process until a
realization occurs, or an ability is regained.
Cautions
Obviously, anyone running Reach
and Withdraw must stay in excellent communication with and be aware
of the person he is running it on, so as not to miss a win or three sets
of no-change commands. The person might not voice the win if he isn't in
sufficient communication with the person doing the action on him. One
must take care not to overrun a person on Reach and Withdraw.
Sometimes the person doing the action will try to take over control
of the action and choose what he will be run on and for how long. This
is an indicator that the person running it is not controlling him well
enough.
Some people like to touch and feel the thing when they reach for it,
not just give it a light tap. One must be alert to this and not
prematurely acknowledge as it may cause an upset.
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. The person may hit the end point of
the whole action on the second item, yet it is continued to be run on
others items past the end point. One runs to the stated end point and
that's the end of it. Going rote will plow the person in. When he's had
his win and is brightly in present time and feels good about the
environment, end off.
Grogginess and anaten may turn on, but actually this is perfect fine
and the person would simply be continued on the action and he'll come
out of it.