ULR #20

"LOOPS & LOOP qns"

VAST

1 June 88

To apply viably our Source Training, we must know, what already has been applied and what the result was.

(This is only showing players, MOCOs would add
complexity to any of these patterns)


The 1st application from a Prelogic State of Potentially ALL Logic & Illogic, (sort of a "Native State" of q), was an IDENTIFICATION GAME CYCLE. From the diagram you can see it went down scale very quickly below even the Gamelessness level, stayed there for some duration and persistence, and then was technically and administratively handled back up to source. It had a non-optimum result. It reminds one of clusters of OTIII and "We are one" postulates and implants. It had 4 "Dynamics".

The 2nd Application from Source Operations Level (above Games) was an ASSOCIATION GAME CYCLE. It also went down spiral but on a gentler, less steep slope. Eventually it also dipped past the Gamelessness level and became "no fun". It was recovered back to SOL with appropriate Tech and Admin. It had 8 Dynamics, and reminds one of Excalibur Plugs and the linking of "families" of qns by CVP mutual creations.

The 3rd Application of Source Training (called Loop 3) is the one we are familiar with from the Bridge, and GSC; GBC levels with HGC's 1 & 2 in it and a bottom point of "Gamelessness". But it was picked up from there by HGC #2 with an ("improvement vector") addition of 4 more dynamics (9, 10, 11, 12) to help get it back to SOL. We are now completing that cycle in Ron's Orgs and by applying the results to all Dynamics. Those who are at this level (VAST) know that we now need 4 more dynamics (13 - Games, 14 - Source Ops (Absolutes), 15 - Logic, 16 - Appliction) to further optimize and improve the games - which are merely applications of logic to create illogic for its own analysis evaluation, handling, and review. (In other words, how can you have any application (doingness, fun) of total logic unless there is illogic. LRH said "All Games are aberrative (ie. illogical), some are fun" (the Player enjoys his application of logic to handle it.)


These "Loops" look like a square wave (½ of it), a traingular wave (½), and a sine wave (½). So you might say that we, as Sources, are "tuning up the Game Patterns toward optimum enjoyment".

We can also see that going down spiral to "Gamelessness" is too far into illogic for optimum enjoyment. Both havingness and exteriorization are "at the bottom" at that point.

It didn't help matters at all for Xenu and the Implanters to throw in the old Loop 1 & 2 type activities of identification and association to mess up logical players with clustering and Excalibur Plugs, but now this has been evaluated and handled on the Upper Bridge.


Now that you have the overall view of the applications, the next games, and the Powerful resolution of this "Loop 3" cycle, should be much easier - and more fun!

Note: The data for this issue was from OTs hitting into remmnants of the Loop 1 & 2 Cycles, the background research into Postulate qns & Sources in Pawn and a close examination of LRH's Pre-Logics, especially #3:

Q3: "The Identification of the Source of that which places matter and energy and originates space and time is not necessary to the resolution of this problem at this time".

Well, I figured that from VAST level, it was NECESSARY and that the TIME for it had come.

Note 2: As you study this issue, you may find "blow-offs" occurring from Loop 1 & 2 MOCOs you "forgot" to handle then.

Just give them the "MOC or free" and Rights of a qn.

Note 3: There will be Programs and C/Ses for Players who arrive at this point and still have incompletes in Loop 1 & 2 - or who have transported entire groups of ASSOCIATED or IDENTIFIED Players and their MOCOs from those Loops to Loop 3 - or who have been hit with similar groups made or transported by Xenu and the Implanter Org.

B. R.
Sr. C/S Ron's

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