Author Topic: TROM (The resolution of mind) Book.  (Read 330 times)


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TROM (The resolution of mind) Book.
« on: February 19, 2014, 08:41:24 pm »
About This Book

    "The Resolution of the Mind (commonly called TROM), A Games Manual Copyright by Dennis H. Stephens, is, in hard copy, a spiral bound 76 page typewritten book taking us through Five Levels of Mental Exercises to a point of "No Games Condition" originally typed from notes by Greg Pickering..

    It may be freely copied, photocopied, faxed, translated (accurate translations understood to be the responsibility of the translator), or transmitted electronically by anyone, providing that it is done so in full, and not altered in any way, and that no fee is charged for doing so. A printed version of TROM is available from either of the two distributors of TROM for a fee of $US40 including postage: Judith Anderson, P.O. Box 212, Red Hill 4059, Brisbane, Queensland, Australia, (e-mail or Flemming Funch at 17216 Saticoy Ave. #147, Van Nuys, Calif 91406, USA (e-mail [updated info]

    These six paragraphs also comprise part of the whole and must be printed with the text.

    The information and exercises contained in TROM are those of the author, and the distributors do not accept any responsibility regarding the use or incorrect use of such information and exercises, and any adverse consequences to persons applying such exercises.

    It should be understood that this is a path.........not necessarily the only path in our search for personal betterment, and this is acknowledged by the distributors. Through it's correct use it can be of considerable benefit.

    It is of course each person's responsibility to fully understand the text and apply it to themselves correctly. There is help and support provided on a list on the internet. To subscribe write to and on the first line of the message area type subscribe trom-l   [updated info]"



Special Note by Dennis Stephens

    "It is not necessary to believe the theory before the practical exercises will work for you; just hold it as a possibility, that is all. Even the fact that the practical works doesn’t make the theory right, for there’s a number of possible theories from which the practical could be derived. However, until such time as practical derived from theory is found not to work it is safe to regard the theory as useful. No more can be said of any theory. Also, it's rightness or wrongness depends on how well it explains natural law, not what people think about it.

    I know of no applications where this theory falls short of explaining observed phenomena. However, I’ll be the first to applaud any being who can explain all the facts with a simpler theory from which even more workable practical exercises can be derived. (Occam was an old friend of mine.)"




        About Dennis Stephens
        How TROM was created
        Questioning Everything
        Spotting the Truth
        Postulate Failure Cycle Chart
        Life and Life forms
        The Four Basic Complementary Postulates
            Be Known
            Be Not-known
        The PD postulates
        The Long Night of the Soul
        The Hidden Influence
        The Service Effect
        The Body
        Basic Law of this Universe
        Logical Note
        Life and Non-Life goals
        Law of Complementary Postulate
        Freedom from any trap.
        The Golden Rule
        The Skin Galvanometer
        Level One (The Repair of Importances with commands and Test)
        Level Two
        Level Three (General Timebreaking)
        Level Four
        Level Five
            A No-Game
            A Voluntary Game Situation
            A Compulsive Game Situation
            A Level Five Repair Session
        Level Five

    STEPS FOR RUNNING TROM by Judith Anderson
        Session Preparation
        Steps of Session
        RI (Repair of Importances)
        Level 1
        Level 2
        Level 3
        Level 4
        Level 5
        The Tape by Dennis

« Last Edit: February 19, 2014, 08:44:44 pm by Spirit neutral »

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« Reply #1 on: February 19, 2014, 08:44:06 pm »


About Dennis Stephens

He first contacted Dianetics in England in July 1950, and was a Dianetic secretary and Co-auditor for two years from September 1950 to 1952.  In September 1952 he took professional training under LRH and was awarted HPA and HGA certificates.  He was HASI London's first Director of Processing in November 1952.  He took his Bachelor Degree in 1953 and his Doctorate in 1954.  From 1954 to 1956 he was Director of Training and Examiner Worldwide.  In 1954 he married Anne Walker, then Director of Processing HASI London.

In 1957 Dennis and Anne migrated to Australia, where for many years Dennis was an executive in HASI Sydney.  He attended the SHSBC in 1962, and in 1963 was Association Secretary and HCO Secretary HASI Sydney.  He left the Org in 1965, and was a field auditor for many years in Sydney with Anne.  He and Anne retired to Redland Bay, Queensland.

He had a keen interest in Jazz and at his funeral in January 1993 Anne requested that "When the Saints go marching In" be played.

How TROM was created:

The resolution of Mankind's social problems untimately depends on a solution to problems of the human mind.  But this requires both a technology and its application.

It would be useless if a highly-skilled, highly-trained practitioner was also needed, because the technology would be available only to the affluent - leaving the majority of humanity unchanged.

Thus, the technology of the mind must be usable on either a co-audit basis (people helping each other free themselves of charge/stress) or on a do-it-yourself basis.  In 1950 when L.Ron Hubbard wrote "Dianetics, the Modern Science of Mental Health", he offered a co-audit route.  Two factors prevented this route from being achieved: preclears varied in difficulty of case; and auditors varied in skill.  Ron had no solution to the problem, nor did I, and the only route we could go down was that of professional training.

(Good natural auditors armed with Book One, facing an easily-running preclear, did achieve incredible results, but poor auditors confronting difficult cases got absolutely nowhere).

Professional training was the optimum way to go at the time.  In 1953 and 1954, we HASI London auditors used to burn the midnight oil talking about clearing the planet on a co-audit basis, but it seemed a hopeless dream.  I used to raise the idea of a do-it-yourself technology, but the mechanics of Dianetics and of the mind seemed to rule that out.

There are such things as engrams (mental image pictures of pain and unconsciousness of past events), which can be restimulated, cutting the analytical mind out of circuit, producing abberated behaviour.  A preclear (a person aspiring to the state of 'clear'), in the presence of these highly charged incidents, will experience a shut-down of his analytical mind.  He could not then handle the incidents himself, therefore must have a separate therapist - as a guide.  That made a lot of sense in the early Fifties.

Yet the simple truth remained.  If we were to get a cleared planet, it would be achieved only by either co-auditing or on a do-it-yourself basis.  We professionals knew it, and anyone who thinks about it, plainly knows it.  As well - it can be done on a pay basis.

Years later, I resurrected the problem on a very quiet, peaceful summer's evening.  I was on a Sydney Harbour ferry going from downtown Sydney to the suburb where I lived, and my mind was particularly clear that evening in the beautiful surroundings.  Suddenly, I thought: "What exactly are the factors involved here?"

Questioning everything

This meant questioning Ron's analysis of the problem.  He had concluded that a separate therapist was vital, and the evidence had seemed to say that he was right. I had to question this.  When I got home, I went to my study, took out a sheet of paper and wrote down exactly what I thought was the function of an auditor in session.

I wrote down on another sheet of paper exactly what the preclear (client) does and what is his function in the session.  Then I said to myself:  Well, if it is going to be a do-it-yourself therapy, the preclear is going to have to run both the auditor's role and the preclear's role simultaneously - but how can this be done when the person is dealing with his/her reactive bank, which is going to cut out the analytical mind?

I put that to one side with a question mark, and asked: What is restimulation?

It is an incident from the past moving into the present, affecting the analytical mind even to the point of cutting out that mind completely.

Then I recalled what I regard as one of Ron's great discoveries: "if you can get the preclear to do consciously that which his mind does automatically, he will regain control of that function of his psyche."

So maybe the problem would crack if the person, on a do-it-yourself basis, were to take things out of his past and bring them into the present and put them back out into the past again, and bring them into the learn how to do consciously, what his reactive mind does automatically, to start to take over the automaticity.

Then and there, I knew I'd **** it.  That had been the missing datum.  The analytical part of the psyche can duplicate exactly what the reactive mind can do.

The analytical faculty has at it's disposal the creative faculty of the whole spiritual being, and can simulate, create, bring about, mockup, and do exactly what the reactive part of the mind is doing.  Evidently, the analytical part of the mind has decided not to do this, but it can learn (or relearn) how to do so.

The next day, I got to work on the technique.  It was not long before I spotted precisely what needed to be done, and this became the first step of the do-it-yourself procedure that is now called TROM, The Resolution of the Mind.  I started to apply this to myself, tested it, and found that it did not need any modification.  It was right.  And it did the trick!

Taking Over of Mind's Automaticity

I learnt to take over the automaticity of my own reactive bank.  Finally, there was nothing the bank could throw at me that I could not handle, for I could do consciously what it was doing.  The bank could restimulate engrams?  Me too!  It had no power over me any more.  This was proved by the E-meter needle, which was just sitting there idly.  I could think anywhere all over my past.  Nothing moved.  I had broken the automaticity!

That was the first step.  The second step followed immediately from step one, and was a direct extension of the abilities regained at Step One.  These techniques are written up in TROM.

I ran step two absolutely flat and achieved much more case gain --- serenity, enormous mental calmness.  (I can become completely and utterly calm at a moment's notice).  At this point, I abandoned the use of the meter, because my own sense of what was happening in my mind was equal to what the E-meter could tell me.  I would know before the meter gave it's read, look at it, realise what the read was, spot it, and the read would go off the meter.

Life is more perceptive than any mechanical device!

Quickly, I realised that, if I were to tell people about this technology, I had to find out if they could use it.  Was there a case level below which a person should not work solo?  Yes.  I rapidly devised an auditing command by which a person determines whether he/she is above or below this level, which has become the new Level  One.  (The original first level became Level Two, and the old second level became Level Three).



In TROM, Level One finds out if the person is sufficiently mentally stable to run do-it-yourself.  How stable does a person have to be?  It is not very high.  Remember the old CCH levels? (i.e. a series of processes in full called Communication, Control, Havingness).  If a person needs the old CCHs to be run, then those should be run on him by an auditor before he solos on Level Two.

>From my experience as an auditor, from that of other auditors and by what Ron said on the subject, only a very tiny proportion (about 5%) of humanity need running on the CCHs before doing subjective processes.  That doesn't say that the 95% are easy cases, and the world is full of tough cases that do not need the CCHs.

Interestingly, once such a CCH case has completed the CCHs, then does Level One of TROM, he will find that he is above that level, will of course pass the Test, and can now go on to Level Two and say good-bye to the separate therapist.

So 95% of the human race can quickly start straight in at Level Two, after testing and passing on Level One.

Well, I soon found myself sitting at the top of Level Three, wondering where to go, and the only subject that was interesting me was that of purposes, goals, --- raw postulates.

In the early 1960s I had done the Saint Hill Briefing Course.  I reviewed everything I had learnt on that, but none of it helped.  Back on my own again, I learned how to handle postulates in conflict --- and found out that Ron had never learnt how to do it.  There was a certain fundamental truth in that area that he had not spotted.

My own techniques for resolving postulates in conflict ---- handle correct goals packages.  I found what the true goals packages look like and how to take them apart.  You will find this, and it is in Levels Four and Five of TROM.

The research on goals and so forth took me about a year to iron out and turned out to be a lot more complex than I had thought it would be, especially Level Five.  I understood why Ron had failed in 1960.  His efforts were valiant.  He was almost doomed to fail.

The actual legs, the actual postulates of the true GPMs aren't in the reactive bank.  They're in the analytical mind.  If you search in the bank, you will do it all wrong.

It is an analytical construct, so they're in the analytical mind.  All that is in the bank is a mish-mash of wrong opposers. The lies.  The truth is in the analytical mind.

So the mistake Ron made on the subject of goals was to look into a mass of lies, in the bank, for the truth.  That is why the search went on forever, and why he nearly killed himself in the 1960s.

Spotting the Truth

It was a mistake he was almost doomed to make.  I nearly made it, till I realised it was darned near killing me too.  I started off afresh and spotted where the truth was, then got Levels Four and Five.

Level Four is really just an introduction to Five, sort of cleaning the charge off the major goals in this lifetime.  A kind of lock scanning, you might say, to take off some of the surface charge before getting down to the nitty gritty.

The postulates themselves are handled on Level Five.  When I was about half way through this level, an old Scientology chum showed me the materials of all of Ron's Upper Levels, as far as the top of OT 7 or OT 8.  I took a rest from my own auditing to check through every one of these levels.

OT 1, fine.  OT 2, interesting but flat.  I put myself back on the meter for this but the only needle movement was overrun reads.  I was trying to make a process work that was flat.  OT 3, I couldn't make it work, it was all flat.  And so on, each level:  ran it, floating needle to start with.  If I started to run the process the needle would tighten.  Overrun?  Yes.  Needle frees up.  Float.  Trying to run a flat process  -----  overrun.   Eventually  ---  OT 7.

Then back from OT 1 to OT 7 again.  All flat.  That really shook me rigid.  Because here I was just half way through my own upper level tech and the best that Ron knew was flat already on my case!  Later, I came across levels above OT 7, and each of those was flat too.

The biggest difficulty a person will have with TROM is to get started, for the average person has fought themselves to a standstill playing games with the mind and has been overwhelmed by the reactive bank. A person might let a separate therapist tamper with it, but not do so himself. The cure for this is Levels Two and Three of TROM, done solo.  Is there a Level Six? No.  Five is the works.

You'll love TROM.  When you read it, you'll sit around with your friends and the urge will be to sit and talk about TROM forever, and talk and talk and never do it!

So, just.....DO IT!

Now we can really achieve the goals Ron set in 1950, and we can clear the planet, for it can be done on a do-it-yourself basis.  The technology can be applied by anyone, regardless of the amount of money or income he/she has.

Well, that is about all on the Creation of TROM, and I wish you luck with it.



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« Reply #2 on: February 19, 2014, 08:46:16 pm »

 The Resolution of Mind

 A Games Manual


Dennis H. Stephens


 The Resolution of the Mind (commonly called TROM), A Games Manual Copyright by Dennis H. Stephens, is, in hard copy, a spiral bound 76 page typewritten book taking us through Five Levels of Mental Exercises to a point of "No Games Condition" originally typed from notes by Greg Pickering..

It is hereby on this December 15, 1997 placed (in its entirety), in the Public Domain. It may be freely copied, photocopied, faxed, translated (accurate translations understood to be the responsibility of the translator), or transmitted electronically by anyone, providing that it is done so in full, and not altered in any way, and that no fee is charged for doing so. A printed version of TROM is available from either of the two distributors of TROM for a fee of $US40 including postage: Judith Anderson, P.O. Box 212, Red Hill 4059, Brisbane, Queensland, Australia, (e-mail or Flemming Funch at 17216 Saticoy Ave. #147, Van Nuys, Calif 91406, USA (e-mail

These six paragraphs also comprise part of the whole and must be printed with the text.

The information and exercises contained in TROM are those of the author, and the distributors do not accept any responsibility regarding the use or incorrect use of such information and exercises, and any adverse consequences to persons applying such exercises.

It should be understood that this is a path.........not necessarily the only path in our search for personal betterment, and this is acknowledged by the distributors. Through it's correct use it can be of considerable benefit.

It is of course each person's responsibility to fully understand the text and apply it to themselves correctly. There is help and support provided on a list on the internet. To subscribe write to and on the first line of the message area type subscribe trom-l   [updated info]



Wisdom begins when the urge to understand games becomes greater than the urge to play them.


I’d like to acknowledge my debt of thanks to the world’s great philosophers, artists, and men of compassion, past and present, who reminded me of man’s better qualities. Particularly to George Boole, the man who took logic out of the esoteric and brought it into the realm of a mathematical calculus understandable by a second year algebra student.

I would like to acknowledge my special debt of thanks to L. Ron Hubbard, the founder of Dianetics and Scientology, the man who took psychology out of the brain and gave it back to the people. I was privileged to work with Dr. Hubbard during the formative years of his subjects, and he alone kindled the spark within me the spark which said that sense could be made out of life, and that something could be done about it.

D.H.S. Sept. 1979.


 Those whom the gods wish to destroy they first drive mad.


Those whom the gods wish to drive mad they first withhold the nature of life and games.



If all games are fun, and no game is reasonable, and if resolving the mind is a reasonable activity, then it is not a game, but that does not prevent it from being fun.



It is not necessary to believe the theory before the practical exercises will work for you; just hold it as a possibility, that is all. Even the fact that the practical works doesn’t make the theory right, for there’s a number of possible theories from which the practical could be derived. However, until such time as practical derived from theory is found not to work it is safe to regard the theory as useful. No more can be said of any theory. Also, its’ rightness or wrongness depends on how well it explains natural law, not what people think about it.

I know of no applications where this theory falls short of explaining observed phenomena. However, I’ll be the first to applaud any being who can explain all the facts with a simpler theory from which even more workable practical exercises can be derived. (Occam was an old friend of mine.)




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« Reply #3 on: February 19, 2014, 08:49:05 pm »



Life is a spiritual quality. It has four basic abilities:-

1.    It can bring things into existence.
2.    It can take things out of existence.
3.    It can know.
4.    It can not-know.

These actions are accomplished by postulates. A postulate is a causative consideration.

That which is brought into existence, taken out of existence, known or not-known is called an effect.

1.    The purpose of bringing an effect into existence is to make it known.
2.    The purpose of taking an effect out of existence is to make it not-known.
3.    The purpose of knowing is to know.
4.    The purpose of not-knowing is to not know.

Thus, 1 & 3 and 2 & 4 are complementary postulates. They enhance affinity.
Thus, 1 & 4 and 2 & 3 are conflicting postulates. They lower affinity.

Conflicting postulates are called a game. The purpose of a game is to have fun. All conflicting postulates are essentially a game, though it may be called other things. Due to contagion with opposing postulates all games tend to reduce the ability of the being to postulate. The power of a being is his ability to make his postulates effective.

A game is won when the loser becomes convinced of the opponents postulates. Thus, all games are essentially contests in conviction, and all failure is basically postulate failure. (Those things which have been variously called engrams, traumas, etc. will be found upon examination only to consist of postulate failure.) Postulate failure is known as an overwhelm. Overwhelming the postulate of an opponent in a game is know as an overt act. Having one’s own postulates overwhelmed is called a motivator.

The difference between win/lose and overt/motivator is a very fine one, and is determined solely by the considered value of the game. If the game is relatively trivial, then win/lose is applied; if the game is serious ( important ) then overt/motivator is applied.

In that the winning of a game brings about the end of the game - and thus the loss of the game itself - winning and losing are junior considerations to the actual playing of the game. Thus the playing of the game is senior to the consideration of win/lose. It is a rule of all games, that intentionally lowering one’s ability in order to be more evenly matched with the opponent leads inevitably to the state of an enforced loss of the game.

Thus, the paradox of all games:

a.    All games are played for fun
b.    To always win is no fun.
c.    To invite a loss is to eventually have a loss enforced upon one.

Thus, eventual failure is the end result of all games.

This is the dwindling spiral of ability of the being in the universe. ( After the loss of a game considered serious, the loser’s only recourse is to blame the victor for overwhelming him. Thus, blame is the assignment of responsibility for the outcome of a game, with an implied wrongness. If the victor accepts this blame - it too is a postulate overwhelm - he feels guilt. Thus, blame and guilt are seen as two sides of the same coin: where one is present you will always find the other. They are a pair, and are quite inseparable. )

Games are played in space and need time for their completion. In the absence of games, space and time cease to exist. Thus, conflicting postulates perpetuate space and time, while complementary postulates vanish it. A game, to be worth playing, must contain elements considered valuable. Value is monitored by the consideration of beauty, and is increased by scarcity. But as both the effect and the consideration of value or beauty are generated by life, then life has a senior value to all things. ( Civilizations invariably decline when this truth is lost. )

Complementary postulates enhance life; conflicting postulates detract from it. Thus, games, although considered fun, have the liability of lessening the "amount" of life the being possesses.

Games, by their very nature, can become compulsive, and result in a lessening of life - to such a degree that the true nature of life, postulates and games themselves become unknown to the being. This state of affairs is only resolved, in the final instance, by the application of complementary postulates. Thus complementary postulates, when applied, have the ability to dissolve all games.

The four basic actions of life each have a twin postulate structure:

1.    The postulate bringing the effect into existence, and the postulate that it shall be known.
2.    The postulate taking the effect out of existence, and the postulate that it shall be made not-known.
3.    The postulate to know the effect and the postulate that it shall be made known.
4.    The postulate to not-know the effect and the postulate that it shall be made not-known.

Thus, in each of the basic actions, each postulate complements and enhances its’ twin. Thus, the postulate structure between beings is:

1. Make known.
2. Make not-known
3. Know.
4. Not-know.    Know.
Make known.
Make not-known.

The "self" postulate is at one’s own end of the comm line, and is called the self-determined postulate ( SD ); the "other’s" postulate is the one you put at the other end of the comm line, and is called the pan-determined postulate ( PD ). Thus, when two beings, at different ends of a comm line, adopt (1) and (3) or (2) and (4) respectively, both their self-determined and pan-determined postulates match perfectly, and understanding occurs. However, when they adopt (1) & (4) or (2) & (3) respectively, there is conflict between their SD & PD postulates and understanding is correspondingly reduced.

It is a law of all games that overwhelming failure causes the being to compulsively adopt the pan-determined postulate of his opponent. This is the postulate enforced upon him at his end of the comm line. A game, then, can be regarded as a conflict of postulates wherein a being endeavors to convince his opponent of his own ( PD ) postulate, while resisting the ( PD ) postulate arrayed against him. All games, despite their seeming complexity, can be reduced to this basic simplicity and thus understood.

All games contain conviction. Conviction, by definition, is an enforcement of knowingness. Enforcement of knowingness is called importance. Importance is the basis of all significance. Essentially, importance is a "must".

In games of play our four basic abilities become:

SD    PD
1. Must be known.
2. Must not be known.
3. Must know.
4. Must not know.    Must know.
Must not know.
Must be known.
Must not be known.

That which is considered important tends to persist and to become more solid. Solidity and persistence - need for - are thus the basic conviction phenomena in games. Things are made more solid and more persistent to convince others of their existence. The mechanism is entirely reversible: that which is persisting and solid is tended to be regarded as important.

Any importance is relative to, and can be evaluated against, any other importance. There is no absolute importance. Thus, what the being considers important is relative to the being and the games he is playing.

Thus, any field of knowledge which postulates an absolute importance is at variance with natural law. ( The search for deeper significance into life or the mind is only the search for prior or greater importance. In that all importance is relative to all other importance it is both a fruitless and endless search. Various past researchers in this field have claimed to have discovered basic importances of a more or less absolute nature ( ‘sex’, ‘survival’, etc. ) and then proceeded to develop a therapy based upon their discovery. We can now see clearly why they failed. The "button" is importance. Having now found it we can stop looking for it. )

Continued on next post....


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Re: TROM (The resolution of mind) Book.
« Reply #4 on: February 19, 2014, 08:53:52 pm »

The amount of conviction required to convince a being of the existence of a postulate is relative to the being and the games he is playing. A games rule is an agreement between beings denoting permissible play. However, games rules, being postulates themselves, and being junior to the games postulates, also become subject to games play.

Thus, Law, Justice, etc. become themselves a games condition, and are subject to, and junior to the basic laws of games. Thus, any games rule, once introduced, immediately becomes subject to a games condition in its’ own right. Thus, the only immutable laws are the four basic abilities of life itself. All else tends to be of a transient nature.

Collecting and numbering our four basic SD postulates we get:

1. Must be known.
2. Must not be known.    3. Must know.
4. Must not know.

The basic games are:

These four numbers we shall call the legs of the basic game. The oppositions are shown by the arrows.

In that it is not possible to play a game with an effect until it has been brought into existence, all games with an effect start at (1); due to progressive postulate failure the being progresses round the legs of the basic game in the following manner:

The being at (1) is in opposition to (4), whom he is endeavoring to convince that the effect should be known; (4) on the other hand, is doing a ‘Mustn’t Know’ on the effect, and his PD postulate is ‘Mustn’t be Known’. If (1) fails he will adopt the PD postulate of (4), and will move from leg (1) to leg (2) regarding the effect. He has now left the old game, and is confronted with a new opponent, (3), who is endeavoring to know the effect. Failure in this new game will result in (2) being forced to adopt the PD postulate of (3), which is ‘Must be Known’. However, he can no longer adopt this postulate regarding the effect, for it is already in failure from the earlier game, so he now leaves (2) and adopts the valence of (3) and maintains the postulate ‘Must Know’ regarding the effect. He is now in opposition to his own old identity, (2), and carries the SD postulate of ‘Must Know’, with the PD postulate of ‘Must be Known’. Further failure causes the being to adopt the PD postulate of (2), ‘Mustn’t Know’, and so sink into leg (4) with an SD postulate of ‘Must not Know’. In this new and final game with the effect he is opposed by (1), ‘Must be Known’, regarding the effect. Failure in this game will force him to adopt the postulate ‘Must Know’. However, he cannot adopt this postulate regarding the effect as it is already in failure. So he goes into the valence of (1) and henceforth operates with a substitute effect. This is forced, for an examination of the situation will now show that all four postulates, both as SD and PD, are now in failure, so no further game with the original effect is any longer playable.

This cycle is known as the Postulate Failure Cycle regarding an effect. The route around the legs is:

The four legs constitute the four legs of the goal ‘To Know’. All other goals likewise have four legs, but an examination of them will reveal that without exception they are all methods of making known, making not-known, knowing, or not-knowing. Thus, they are junior to the goal ‘To Know’ and we need not consider them.

The past of the being, then, will be found to consist of the various vicissitudes he has encountered on the legs of the goal ‘To Know’ regarding a succession of effects and substitute effects. If desired, this route can be traced back through time.





     ORIGIN    RECEIPT    ORIGIN    RECEIPT              
1A    -    Must Know    Must Be Known    -    Motivator    Overwhelm    Forced to Know
1B    -    Mustn’t Know    Must Be Known    -    Game    Game    Game
2A    Mustn’t Know    -    -    Must Be Known    Game    Game    Game
2B    Mustn’t Know    -    -    Mustn’t be Known    Overt    Overwhelm    Preventing from being Known
3A    -    Mustn’t Know    Mustn’t be Known    -    Motivator    Overwhelm    Prevented from Knowing
3B    -    Must Know    Mustn’t be Known    -    Game    Game    Game
4A    Must Know    -    -    Mustn’t be Known    Game    Game    Game
4B    Must Know    -    -    Must Be Known    Overt    Overwhelm    Forcing to be Known
5A    -    Must Be Known    Must Know    -    Motivator    Overwhelmed    Forced to be Known
5B    -    Mustn’t be Known    Must Know    -    Game    Game    Game
6A    Mustn’t be Known    -    -    Must Know    Game    Game    Game
6B    Mustn’t be Known    -    -    Mustn’t Know    Overt    Overwhelm    Preventing from Knowing
7A    -    Mustn’t be Known    Mustn’t Know    -    Motivator    Overwhelm    Prevented from being Known
7B    -    Must Be Known    Mustn’t Know    -    Game    Game    Game
8A    Must Be Known    -    -    Mustn’t Know    Game    Game    Game
8B    Must Be Known    -    -    Must Know    Overt    Overwhelm    Forcing to Know

Note: The Time Track runs from 8 to 1. You work from 1 to 8, around and around.
There is a valence shift on the Track between 1 and a new substitute effect entered at 8B.
Also a valence shift occurs between 5A and 4B.

It is to be noted that valence shifts are always diagonally across the goals package. The valence the being goes into is called the winning valence; the valence he comes out of is called the losing valence. Thus, legs 1 and 3 are winning valences, and legs 2 and 4 are losing valences. Shifts from legs 1 to 2, or 3 to 4, are not valence shifts, they are merely the super-imposition of a Mustn’t postulate over an existing Must postulate, now in failure. All valence shifts involve the adoption of a new identity, whether real or imagined.

The repository of these experiences on the goal ‘To Know’ regarding a succession of effects and substitute effects we call the mind. Basically, then, the mind is best considered as a collection of past importance. Due to their intrinsic nature, past importances have a command power over the being in the present. However, as these various past importances are contacted and re-evaluated to present time realities the mind will be found to become progressively less persisting and less and less solid, and will finally vanish. Nevertheless, the being can, at any time, by re-injecting sufficient fresh importance into any part of it, cause it to reappear in any desired solidity. Needless to say, when this stage is reached the mind will no longer have a command power over the being, and his full abilities will be restored. The command power of the mind over the being is only the command power of the postulates it contains. Once these have been contacted and re-evaluated to present time realities the mind, as an entity, will be found to vanish. As the mind contains no postulates that have not been put there by the being during the playing of various games through time, it is of no value to him, and unless required for reference or aesthetic purposes is best kept in a state of vanishment.

The being enters games at a desire level; they later become an enforcement, and then an inhibition. Thus, the being will be found to be in a games condition regarding his past games. As the repository of these old games is called the mind, the being will be found to he in a games condition with his own mind. As the mind only contains his own past postulates, he cannot possibly ever win the game against his own mind. It is the one game he can only lose. Extreme examples of failure in this game we call insanity. What is called the enigma of the mind is the result of the compulsive games condition that the being is in regarding it. The attitude of the being towards his mind, or any part of it, can only be one or other of the legs of the goal ‘To Know’. Thus, the mind exhibits the following phenomena:

Any attempt to create an effect upon it (Must be known) will cause it to resist the effect (Mustn’t know). The greater the attempt to create an effect upon it the more resistive it becomes.

Any attempt to withdraw from it (Mustn’t be known) will cause the mind to seemingly pursue the being (Must know). Hence, the well known feeling of being ‘stuck with’ ones own mind.

Any attempt to know the mind (Must know) will cause the mind to seemingly adopt a ‘Mustn’t be known’ and become progressively more elusive.

Any attempt to resist the mind (Mustn’t know) will cause the mind to immediately enforce itself upon the being (Must be known) and overwhelm him.

continued on next post...


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Re: TROM (The resolution of mind) Book.
« Reply #5 on: February 19, 2014, 08:56:41 pm »
It is only this compulsive games condition that a being gets into regarding his own mind, and an ignorance of its true nature, that has defeated past researchers in this field. It has the well deserved reputation of being the most difficult subject of all to discover anything about. This compulsive games condition between the being and his own mind also accounts for the wide-spread apathy we encounter when the subject of doing something about the mind is mentioned, for most beings have long since fought themselves to a standstill on this subject; they have become resigned to what they consider the inevitable. Thus, it can be clearly seen that the mind can never be resolved by going into a games condition with it, for whichever role the being adopts his mind will invariably overwhelm him.

The key to the resolution of the mind, then, lies in exercising the being in the discovery and creation of complementary postulates; and, transiently, in unraveling the tangled mass of conflicting postulates that his mind has become. The mind, being a repository of old games, which are postulates in conflict, has no defense against the application and re-injection of complementary postulates regarding the effects it contains. In short, we vanish the mind by progressively getting the being to create, and do exercises in, complementary and conflicting postulates; to create and experience overt and motivator overwhelms, play games, and generally bring back under his own determinism these four basic postulates - both as SD and PD - which go to make up the interchange we call life. Enroute he will discover, or re-discover, all there is to know about life; he will also discover his true nature as a spiritual being.

Knowing the anatomy of games and the Postulate Failure Cycle, it is now possible to list all conceivable classes of overts and motivators regarding an effect. Its also possible to list them in the order in which they were accumulated through time. Each leg of the goal ‘To Know’ has its own overt and motivator, giving us a total of 8 classes in all.

Leg 1.    1) Forcing to know. (overt).
2) Prevented from being known, (Motivator).
Leg 2.    3) Preventing from knowing. (overt
4) Forced to be known. (motivator).
Leg 3.    5) Forcing to be known. (overt).
6) Prevented from knowing. (motivator).
Leg 4.    7) Preventing from being known. (overt).
8) Forced to know. (motivator).

If one wished to address these regarding a specific effect on a being one would, of course, work backwards from 8 to 1, as the most recent experiences tend to occlude the earlier ones. Thus, to remove the command power of any effect from the mind it is only necessary to discharge these various overts and motivators where they appear on the time track. As can be seen, there are only four classes of overwhelm, and each has a common name in our language:

Forcing to know
Preventing from being known
Preventing from knowing
Forcing to be known    Infliction

Infliction/Rejection and Deprivation/Revelation each form a pair, and are associated with one or other of the two basic games. Viz:

Leg 1 commits the overt of Infliction, and suffers the motivator of rejection. Leg 2) commits the overt of Deprivation, and suffers the motivator of Revelation. Leg 3) commits the overt of Revelation, and suffers the motivator of Deprivation. Leg 4) commits the overt of Rejection, and suffers the motivator of Infliction.

( Important note. It must be realized that these 4 words are only substitutes for the exact postulates as given in the Postulate Failure Cycle chart, and should only be used with that in mind. Thus, they may prove useful early on, but later the exact postulates as given on the chart must be used if you ever wish to take the mind apart cleanly. )

People do tend - repeat tend - to become more or less fixed in one or other of the legs of the basic game, and take on the personality characteristics of the postulate they are dramatizing. Viz:

Must be known. Outflowing. Extrovert. Persuasive. Creative. Often prone to jealousy. Overts by infliction, and very upset by rejection. He got into this leg by being overwhelmed by a Must Be Known, whose valence he now occupies.

Mustn’t be known. Restrained outflow. Retiring. Devious. Secretive. Obsessed by ‘privacy’. Tends to collect mass and wealth by the simple expedient of not being able to outflow it. Overts by deprivation, and very worried by the thought of their secret wheeler-dealings being revealed. He got into this leg by being overwhelmed by a Mustn’t know while being in the Must be known leg; he now dramatizes the Mustn’t be known PD postulate of his overwhelmer.

Must know. Inflow. Nosey. Curious. Inclined to he highly sensual. Demands open comm lines. Hates secrets, and loves exposing them. Good solver of puzzles. Overts by revelation, and just hates being deprived of things. He got into this leg by being overwhelmed by a Must know, whose valence he now occupies.

Mustn’t know. Restrained inflow. Rejection. Compulsively makes nothing out of things. Destructive. Overts by rejection, and dreads having anything inflicted upon him. Contrary to popular opinion he did not get this way by having things forced upon him. He got into this leg by being overwhelmed by a Mustn’t be known while being in the Must know leg; he now dramatizes the Mustn’t know PD postulate of his overwhelmer. He’s been overwhelmed by deprivation.

Most people are a composite of the above types, but you will come across an almost ‘pure’ type occasionally. Generally speaking, the more inflexible the personality, the more it will tend towards a ‘pure’ type. It can also be seen that the class of motivators the being complains of not only tells you the type of overts he compulsively commits, the leg of the basic game he is dramatizing, but also just how he got into that leg. Thus, the data is of inestimable value when dealing with the mind.

continued on next post...


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Re: TROM (The resolution of mind) Book.
« Reply #6 on: February 19, 2014, 08:57:43 pm »
The entire secret of making any mental mass vanish is to re-evaluate its importance to present time realities to the point where it is considered so trivial that there is no longer any need to keep it in existence; at which moment the mass can be easily not-known and will promptly vanish. While the mass is considered important it will continue in existence, and the being will continue to know it - even though trying desperately to not-know it. To try and vanish by means of force a mass while still holding the consideration that it is important is thus the height of stupidity, and can only lead to frustration and failure. Thus we see that the re-evaluation of past importances is the only step required to achieve the vanishment of any mental mass. As a successful psychotherapy can be defined as a system that brings about the vanishment of unwanted mental conditions, we see that this data is vital to our goal.

The ability to assign and unassign importances, while native to the being, will be found to require some attention on the route out.

The assignment of the consideration of unimportance to a mental mass after having considered the mass important is merely an attempt to devalue it (Mustn’t know), and is just another method of attempting to vanish it by means of force. Hence, we have no need to consider the subject of unimportance. Once one grasps that the need to regard a thing as unimportant is an importance in its own right, one has entirely got the flavor of all this. The ‘button’ is importance; the unimportance comes out in the wash.

The being, in his progressively more and more violent games condition with his own mind has endeavored to devalue it in the hope that it will go away and leave him alone. The cycle has been:

Mind considered as a series of past scenes.
Mind considered as pictures of past scenes.
Mind considered as memories, having no objection existence.
Mind considered as configurations in the brain.

The truth is that we have a being who can look at scenes. He can look at ‘now’ scenes, and he can look at ‘then’ scenes. The only difference is that ‘then’ scenes are scenes of ‘then’ and ‘now’ scenes are scenes of ‘now’. If ‘then’ seems less real than ‘now’, it is only because the being has made it so. A being can only communicate across a distance. He cannot communicate through time. So when he is looking at a ‘then’ he is looking at it now. Whatever he looks at, he looks at now.

A being can view ‘now’ from any viewpoint. A being can view ‘then’ from any viewpoint. Thus, every moment in time is a complete universe which is viewable to the being. (Viewpoint here is used in the sense of a ‘position from which to view’, and not in the sense of holding a mental opinion.) Thus, a being is natively capable of viewing every particle that has ever been brought into existence in this, or any other universe, from any viewpoint he so desire. He is also natively capable of taking any of these particle back out of existence again if he so desires. Whether or not he can get agreement from others on this latter step is merely a matter of how convincing he is to others, and is not a pre-requisite to the accomplishment of the feat. That others may choose to keep these particles in existence, still is, in the final instance, entirely their concern. Thus, you can walk out of the trap without the need to take everyone else with you. Believing differently is not to grant others the right to their own convictions - a trap all of its own.

Any changes you bring about, whether changes in ‘then’ or changes in ‘now’ you bring about now. So any changes yoummake to ‘then’, later than when the event occured, wil not ipso-facto produce changes in ‘now’. Thus, what is called the time paradox is exposed for the lie that it is.

If this concept seems difficult to grasp, it is only because on has become used to the idea of moving through time. This is an illusion brought about be entrapment in mass which is enduring through time. Only the particles, the effects, are created, made to endure, and are finally destroyed. The spiritual being, the creator of all these postulates, is utterly timeless. Once one fully grasps this, it is easy to see that changing the past does not ipso-facto produce a change in the present.

The Law of Duality. This states that the assignment of importance to a thing, or class of things, automatically assigns importance to the opposite or absence of those things. Thus, if life is considered important, then death - the absence of life - has also been granted importance. If the concept of ‘self’ is considered important, then the concept of ‘not-self’ is thereby also granted importance. From this law we see the proliferation and self-perpetuating nature of games.

The evaluation of things, one against the other, is achieved by the noting of differences and similarities between them. The ease of evaluation is inversely proportional to the considered spatial and/or temporal separation of the things being compared. Thus, evaluation is easiest when the two things are placed side by side in the same moment of time. The limit is reached when the two things are viewed simultaneously, for then no time elapses while the attention shifts from one to the other.

Thus, a ‘then’ importance and a ‘now’ importance are best evaluated when viewed simultaneously in the same moment of time - now.

The general action of simultaneously viewing a ‘then’ and a ‘now’ scene is called Timebreaking. The name derives from the fact that the action of Timebreaking breaks the temporal separation of ‘then’ and ‘now’, and thus removes the command power of the past scene so Timebroken.

That which has been Timebroken no longer has a command power over the being. The ability to Timebreak is native to the being, but due to the compulsive games condition the being is in regarding his past the ability has been to a greater or lesser degree lost, and for many will have to be learned again almost from scratch. There are exercises to improve the ability.

Timebreaking is the basis of all psychotherapy. When the patient tells his therapist of some past happening he is Timebreaking the happening, for the therapist and the incident are thus brought into the same moment in time - now.

However, a being can learn to Timebreak solo, and thus dispense with the need for a separate therapist. The mechanism is in no way dependent upon the presence of another person. As he becomes more and more proficient in the skill the being soon reaches a stage where the presence of a separate therapist is not only unnecessary, but is actually slowing down the patient’s progress; he can Timebreak much, much faster than any separate therapist could conceivably follow, and the continual need to keep reporting progress to the therapist becomes increasingly inhibitive of gains.

Mankind has always known that telling his troubles to another was helpful, but has attributed it to some quality in the other person, or to the fact that he is talking to him. But this is not so. The benefit was always derived from the mechanics of Timebreaking: the simultaneous communication with ‘then’ and ‘now’. Now the true facts are known, a separate therapist is only required until such time as the patient is confident that they can do the job alone. From the viewpoint of the therapist its a matter of helping another until such time as they are capable of helping themselves, and all assistance should be given with this view in mind. Any other approach, although undoubtedly good for business, is just not in the best interest of the patient.

The mind is like an itch. Although early on the being might require a separate therapist to scratch it for him, he must be encouraged to do his own scratching, or he’ll be needing a therapist to scratch his itch forever. Dependence upon the therapist must never be permitted to build up, and at all times the patient should be encouraged to stand on his own feet. Its his mind. He created it; he is maintaining it, and in the final instance only he can vanish it.

The intensity of the compulsive games condition between a being and his past is the sole factor that determines whether he can walk out of the trap unaided, or will, in the early stages, require assistance from a separate therapist. There is, in fact, a test which readily determines whether a being can go solo from the word go, or will need assistance early on from a separate therapist.

Due to the nature of the compulsive games conditions between a being and his past, the more he is willing to Timebreak it the less he has to Timebreak. Very soon he is left with nothing to Timebreak, and has to actively stimulate the past if he wishes to continue the exercise. He soon goes from the cringing victim, afraid to ‘tamper’ with his mind, to the triumphant victor pursuing the remnants wherever he can find them.


Life and Life forms.

Life is undoubtedly the most abundant phenomena on the surface of this planet, as it is in the entire universe. Only the most superficial glance through a microscope at a drop of pond water, coupled with the realization that every cell in the body is alive in its own right, is sufficient to convince all but the invincibly ignorant of the fact. A life form is an aggregation of cellular life organized and directed by ‘higher’ life in a hierarchy that leads up to the being who answers up when his name is called. He is the one who does the exercises.

The human body is thus a life form and a complex cellular structure. It is also a mammal, and a member of what is called the higher ape family. A knowledge of the eating, mating cultural and social habits of this ape are invaluable to any being who wishes to walk this route. Know this ape whose body you currently consider yourself a part of, for such knowledge will bear you in good stead. Many a person has spent half their lives at war with one or other of this ape’s inherited social or cultural habits, and have at last gone to their graves defeated in the struggle. When you try and fight this ape’s evolutionary history you always lose. He has certain basic requirements, and a number of quaint behavior patterns. Learn to live with them, for you will not change him by fighting them; you’ll only make him ill and yourself miserable. Ignorance of the true nature of the human ape as a life form has caused untold misery down the ages. If you walk this route far enough you will one day walk away and leave this ape, but you will never be free of him until you understand him intimately.


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Re: TROM (The resolution of mind) Book.
« Reply #7 on: February 19, 2014, 08:59:10 pm »
First Addendum to Theory Section.


The four basic complementary postulates.


Be Known.

This is the creative postulate; the postulate that brings the effect into the existence. His PD postulate that goes with it at the other end of the comm line is ‘know’. This twin postulate structure is still present even if the effect is only being created for the benefit of the creator; in this case he merely responds to his won PD postulate and knows his own creation.

Time is the postulate "Continue to be known", and is the postulate that introduces persistence into the creation. In games play there are many methods of ensuring persistence, so that others are not easily able to vanish a creation. The most basic method is the lie, which calls the creation something which it is not. Thus, the perceiver only views the lie, and is unable to vanish the original postulate, which remains hidden. Therefore, this late in the game very few things are what they appear to be, and illusions are rampant.

There are no screens associated with this postulate, but there are plenty of them to be encountered from the opposition postulate, "Mustn’t know" (See later in this section.)


Be Not-known.

This is the vanishing postulate; the postulate that takes the effect out of existence, His matching PD postulate at the other end of the comm line is "Not-know". However, due to the various persistency mechanisms it’s not easy these days to make a piece of the universe vanish for everyone. Consequently, the vanishing postulate has long since become the hiding postulate. The being, no longer able to make the effect vanish, has to be content with hiding it. There are many ways of doing this, the most common being to veil it with screens. The most impervious screens are black ones, and you will always find a lot of gooey blackness associated with this postulate.

In point of fact, the lie mechanism which is used by ‘Be known’ in games play to ensure the persistency of a creation by calling it something different from what it is, is really an attempt to mask the truth and is a part of ‘Be Not-known’, but I included it in the earlier section for convenience. ‘Be Not-known’ also uses the lie mechanism by further masking the truth so that the knower will not recognize the effect even when he finds it. It’s all very devious - and little wonder that people take up religion, and pray that the Almighty can maybe sort out the mess for them.


This is the postulate that permits the being to know the effect. His matching PD postulate at the other end of the comm line is ‘Be Known’ - so the effect is there for him to know.

There are no screens or blackness associated with knowing, but as this postulate in games play is opposed by ‘Be Not-known’, you can expect to be feeling your way through a fair bit of murk from time to time in your pursuit of this postulate. Just work your way through it and understand what is going on, that’s all.



This is the ‘no-perceive’ postulate; it is the postulate the being uses to permit him to be unaware of an effect. His matching PD postulate at the other end of the comm line is ‘Be not-known’.

It’s necessary to clearly differentiate this postulate from ‘Be Not-known’. ‘Be Not-known’ is a vanishing or hiding postulate; ‘Not-know’ is merely a desire not to perceive the effect. An example of the use of the postulate is a spiritual being looking through a wall; he chooses to ‘Not-know’ the wall so he can perceive what is on the other side.

However, due to the persistency postulates of the universe the ‘Not-know’ postulate degenerates into an attempt to vanish the unwanted effect by force, then, failing that, to hide the effect from oneself behind a screen - usually of blackness. These screens are of an entirely different texture to the screens associated with the ‘Be Not-known’ postulate, being much harder and almost brittle. They are "impact resistant" screens designed for use against the most enthusiastic ‘Must Be Knowners’ he encounters in games play. When you strike these screens you will feel as though you are dealing with black Basalt. Sometimes, however, the screens of ‘Mustn’t know’ are quite transparent, and have the consistency of super-hardened quartz. All the screens associated with "Mustn’t know’ are hard, and clearly designed to resist any conceivable effect. People heavily dramatizing this postulate tend to develop a brittle hardness to their personality too. These people almost literally "crack" under intolerable stress.


The PD postulates.

These are the hidden postulates in life; not because any attempt is being made to hide them, but merely because man the materialist cannot fit them into his theories about life, and so tends to discount their existence. Everyone knows about SD postulates, but few suspect the existence of their PD twins at the other end of the comm line. Thus, being unknown or generally ignored, they tend to be highly effective.

For example, how many people can resist a stray cat who wanders in and looks at you with his big, pleading eyes? You don’t know it but that sudden urge to get him a saucer of milk and a nice warm home is more his PD postulate than your SD one! Animals, being entirely natural, and not being educated to the contrary, use their PD postulates to the full, thus making willing slaves out of us "Oh so much more intelligent and rational" humans. Babies too are masters of the PD postulate; they have yet to be educated out of their belief in the efficacy of such things.

A large part of your work will be exercises in developing your PD postulates, and becoming aware of the PD postulates of others, for in our civilization it has become an almost totally neglected aspect of life. What is called a "magnetic" personality is entirely the conscious or unconscious use of PD postulates. The subject of PD postulates is the whole subject of ‘action at a distance’. Learn to use them, for they are an integral part of the abilities at your disposal.

Man the materialist is endlessly mystified and intrigued by psionic abilities, where beings know or create effects across a distance, or through time. These are usually, in this day and age, manifestations of PD postulates that are as much a surprise to their originators as they are to those learned scientists who examine them. Most of the manifestations of are pretty elementary, and are not to be compared with what can happen when the being gets the mechanism under his concious control.



This is the role a being assumes in order to play a game. Like any other effect it is a created thing, and obeys the laws that govern effects in general. Thus identity, as soon as it is considered important, tends to persist, become more solid, and have command power over the being.



This is the ability to evaluate relative importances; the ability to note differences and similarities between them. Thus, a person can be very knowledgeable, but if he is unable to evaluate the things he knows he will be incredibly stupid. Children give the apparency of being stupid, but this is not so. The child merely lacks data and experience, and so has nothing to evaluate what he perceives against. This is also why children are so gullable, and will believe anything you tell them. Generally speaking, within the data at their disposal, children are much more intelligent than grown ups.

Stupidity is the inability to evaluate data. Ignorance is the lack of data to evaluate.



This is the loss of a body. At this time it is considered a deprivation of magnitude, and temporarily throws the being into a feeling of degradation sufficient to occlude his knowledge of the lifetime he has just lived; it forces him into a ‘Mustn’t Know’ regarding it ( see chart ). Without a body he regards himself as a nobody - literally a no-body. Thus, in his subsequent life he has few, if any recalls, of ever having lived before. This is all that is involved. As the being comes up the line his recalls of his past lives will progressively return to him.



Can’t is the feeling one gets when ones’ postulates are overwhelmed. The anatomy of ‘can’t’ is must versus must-not. You cannot work with ‘can’t’. It runs apathy, apathy, apathy - and then, just for a change, more apathy. You work with ‘Must’ and ‘Mustn’t’ in opposition ( see chart ) and then you succeed.


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Re: TROM (The resolution of mind) Book.
« Reply #8 on: February 19, 2014, 08:59:55 pm »

These are particles a being creates to let other people know how the game is going. there is a scale of emotions from apathy up to serenity. They are very light particles, and as soon as you touch them in recall they change to other emotions further up the scale.



These are particles which occur at the boundary between opposing postulates. Like emotions, there is a scale of sensations. As the space opens up the sensations change to ones further up the scale. Pain is a sensation in very collapsed space. Further upscale is sexual sensation. Then tickles. Above this is heat. Then electrical sensations. Then colour, and finally pure aesthetics at the top of the scale. The ones listed here are only some of the well known landmarks on the scale. There is a near infinity of gradations between all of them. Thus emotions and sensations are very elusive things when you contact them in recall; as soon as you touch them they vanish and become something else further up scale.


The Long Night of the Soul.

Things are what they are. Things are where they are. You find out everythingthere is to know about them by examining them where they are. If you wish to find out about a wall you examine that wall. Everything about that wall is to be found right where that wall is. You don’t have to go and talk to the builder who built it. That is an excellent way to find out about the builder, but a very poor way to find out about the wall he built. Talking to the builder in order to find out about the wall he built is known as the search for prior cause.

Mankind fondly believes that the only way to find out about the mind is to select some effect it contains, then look further into the mind to find the cause of that effect. Then, having found what appears to be the cause, to consider it an effect, and to start searching for the cause of this effect even deeper in the mind. Etcetera. Thus, one backtracks in search of prime cause: a cause which is not an effect of an earlier cause. Having found this prime cause, the whole mind will vanish in a puff of green smoke, or something - or so the theory goes.

Now there is some justification for this theory when you are dealing with material objects. One billiard ball canons into another on a table, and imparts a motion to it; the motion of the second ball is indeed caused by its impact with the first ball. But what imparted motion to the first ball? Why, the billiard player, of course! The being who is playing the game of billiards. Once you take him out of the equation, you will search endlessly for your prime cause.

The search for the prime cause of the mind, then, without considering the living being who created and is maintaining that mind, is a futile search, for one is not looking for prime cause in a place where it is possible to find it. The first requisite for finding anything is to search for it in a place where it is possible for it to be. Everything you discover in the mind - indeed, its total content - is an effect. There are no causes in there, so you won’t find any. Thus, to postulate that one part of the mind is the cause of some other part is a lie, and in pursuit of this lie you will never discover the truth.

The endless ransacking of the mind in search of prime cause is called "The Long Night of the Soul". Its a very long night: it goes on forever. After the elapse of a theoretical infinity of time, you would emerge from the same door as you went in - much, much sadder, and no wiser.

Everything you wish to know about any effect in your mind lies in that particular effect and your relationship to it right now. To skid off sideways and reach deeper into your mind for the cause of this effect is to commit your-self to the Long Night of the Soul. Don’t embark upon it, for it may well be the last anyone ever sees of you.


The hidden Influence: The self-fulfilling prophecy.

In searching for the cause of his difficulties mankind has, over the centuries, pointed his finger at almost everything. Its doubtful if anything has ever truly escaped his baleful glare. The sun, the moon and the stars were early contenders; later came demons, and things that go "boomp" in the night. Very early on man discovered that there’s not much future in assigning the cause of his troubles to something that can be easily perceived, for the simple reason that its too darned easy to refute the hypothesis! The field rapidly narrowed down to those things not easily perceived: the hidden. Thus, the Hidden Influence was born. To be really convincing, of course, a hidden Influence should not only be hidden, but be, by its very nature, utterly impossible to perceive. In that way the hypothesis that this thing is the cause of mankinds’ difficulties could never be refuted: no one could ever come along and inconveniently announce that he’d perceived this thing and found it to be entirely innocuous. The progress of science, endlessly bringing more and more from the unknown into the realm of the known, has also tended to drive the Hidden Influence more and more from the unknown into the unknowable. Indeed, science itself has become a prime source of the ‘unknowable’ in its own right. For example, science today claims that the basis of all personality ( and therefore, presumably all difficulties ) is to be found in sub-microscopic particles within the genes of the body - with the strong implication that even with a few billion dollars worth of research grants, it is very doubtful if we’ll ever be able to truly perceive these things at all. Even if these sub-microscopic particles are one day perceived and discovered to be harmless after all, a new Hidden Influence will promptly be dreamed up to take their place. And so the game will continue.

While the things postulated as Hidden Influences are either imaginary or truly harmless, the game does little more than make people miserable; but when these things actually do exist then it’s an entirely different story. For example, everyone has been born, but few can recall the event in detail. So there is a whole class of possible Hidden Influences to be found in the events everyone knows to have happened, but few can recall ever having happened to themselves. This class also has the advantage of no one being able to claim it is imaginary, and so refute the hypothesis out of hand. In other words, the concept is capable of convincing people of its truth - a prime necessity in the field of Hidden influences. As this class of possible Hidden Influences is near infinite, it is very fertile soil for anyone who has, for whatever reason, an urge to create a convincing Hidden Influence. A number of possibilities in this direction have already, if inadvertently, been explored. Amongst them are: sex, pain, guilt, survival, unconsciousness. Others are being continuously added to the list - as you will find, if you keep up to date with your psychological journals.

Please understand that I am not suggesting that the originators of these theories were merely out to make a fast buck ( though many fast bucks are there to be made by the unscrupulous who understand this mechanism ), for many were dedicated researchers, and truly believed that their research had found the answer to at least some of mankinds difficulties. No, my whole purpose is merely to point out that the mechanism is not without its dangers.

Let us take being born for example. Now, to the best of my knowledge no researcher has ever seriously claimed that being born was the prime cause of mans’ difficulties, though I would not be surprised if sooner or later one of them did! For it does fulfill all the requirements of a good, convincing Hidden Influence. Viz:

a)    It has happened to everybody.
b)    It is not easily recalled.
c)    It does contain a certain amount of upset in its own right, quite apart from what is said about it afterwards.

So you go up to a person and say: "The origin of your difficulties, Mr. Jones, are to be found in your birth trauma. This, as the very first thing that ever happened to you, must be the basis for all your later difficulties." He will immediately see that what you say could just have a germ of truth in it. You then go on to add: "Once we lift your birth trauma, then the basis of all your psychological difficulties will be known to you, and all will promptly vanish."

It all sounds very plausible, does it not? But what happens when the person is convinced that you are right? His birth trauma is now, in his own estimation, elevated from whatever it originally was, into a thing of vast importance. It will immediately become much more solid and persistent. It is entirely possible that any pains he experienced in his birth trauma will immediately impinge upon his body; and he will also experience the emotions, right then and there, that he experienced in birth. This, of course, is taken as proof of the fact that the birth trauma was the basis of his difficulties.

The prophecy becomes, in fact, self-fulfilling!

Now, do you see the danger? Whatever the effect, assuming it to be real and not entirely imaginary, which is considered as the prime cause of the difficulties, immediately becomes intensified in importance - and therefore in solidity and persistence ( man, you just try to get rid of it now! ) - by the mere act of considering it in such a manner. This is a very real danger, not only to the patient but to the researcher himself. He himself might not have been totally convinced by his hypothesis, but here is a person in front of his very eyes who is proving him right!

So here is the danger:

What ever effect in the mind you choose as being causative over the beings’ behavior, immediately intensifies in solidity, persistence and command power, and will tend to prove your hypothesis.

But, you might say, what about this therapy you are advocating, surely it ? . . . No. I never said it. All I’m saying is that that which is considered important tends to become more solid and persistent, and to have a command power over the being.

I have never specified the importance.

Re-read the theory if you don’t believe me. At no place in it am I pointing the finger and saying, that is the basic importance. At no time am I postulating a specific Hidden Influence. Oh yes, there are many things in your mind, which are currently hidden from you, which influence your behavior. But only you know what they are. And, what is more, only you are entirely capable of becoming aware of these things, and so vanishing the influence.

You are, in fact, the greatest authority on your own mind. You created it, and now maintain it with the same loving care that mothers reserve for their offspring.

There are no Hidden influences that you are incapable of becoming aware of. If it is influencing you, it is entirely possible for you to become aware of it and so remove the influence. The concept of the Hidden Influence that, by its very nature, you are incapable of being aware of is something dreamed up by people who do not have your best interests at heart. They wish to scare you, and so make you more easy to control. The game of the Hidden Influence is a very insidious one; but a game it is. Its total purpose is to introvert your attention in search of the undiscoverable, and so make you that much easier to overwhelm.

It is a law of life that a being is capable of sensing anything that can influence that being. Otherwise it could not influence him. There are no "forces of darkness" that you cannot sense; no things that go boomp in the night that you cannot discover the nature of if you care to go and take a look.

There are no absolute importances either. There is no class of importances in the mind that you can point a finger at and say "That is the cause of all the trouble", without immediately escalating the importance of this thing, so granting command power over you that could well stick you with it forever.


All importances are relative to all other importances; all are entirely a matter of conviction, and all can be evaluated one against the other. As you do so your mind, as an entity, will progressively vanish, and your full native abilities will be restored to you.

The game of the Hidden Influence is basically the game of ‘Must know’ versus ‘Mustn’t be Known’.


The Service Effect.

Every being tends to utilize whatever he has at his disposal in the playing of games. This applies to any effect. For example, he may find himself stuck with ( Must know ) a chronic pain in the back; he may use this pain in the back to dominate his family ( Must be known ). He may use it as an excuse for a trip around the world so he can see the sights ( Must know ). He may use it as the reason he needs solitude ( Mustn’t be known ). He may use it to achieve all three postulates; or he may not use it at all. It depends upon the being and the games he is playing.

Always be prepared then to consider an effect as a service effect: something which the being presses into service in life to aid him in the playing of games. What starts out as a ‘Must be known’ is used by another who gets stuck with it ( Must know ) as something to hide in, and resist the world with. And so on; the permutations on the theme are nearly infinite.

Do you have to do anything about this phenomena on the route out? No. One only has to become aware of it; that is sufficient. In truth, the being is hampered by this effect; he is always more capable without the dependency upon it. But only when he spots this will he relinquish the effect. So you won’t find any exercises in the practical section designed to handle this phenomena, for it is an integral part of all games play. We all do it. We always have done it. And we’ll continue to do it as long as we consider the effect to be more valuable than its absence. Indeed, one could consider the whole mind to be a vast service effect, and in many ways it is exactly that.


The Body.

There is a vast and as yet largely unexplored application of this technology to the body itself. Each part of the body has a specialized function, and is therefore in a specialized games condition. What we call aging, leading finally to the death of the body, is each body part suffering a surfeit of overwhelm in its specialized game during life until it can no long function properly in its’ own consideration. Eventually body death occurs when one or other of the vital organs quits entirely.

However, the being himself, once he isolates the specialized function ( game ) of a body part can, by his own creativity, return that body part to optimum functioning once more by removing the accumulated overwhelms. Thus, it is theoretically possible for a being to make his own body immortal. There is nothing life cannot do once it knows how to do it.



Its relevant to ask at this stage, Should a beings’ native abilities be restored to him? Would he not immediately, alone or in association with others so freed, hold the rest of mankind in slavery for his own ends?

The answer to this question lies in the difference between a being in a compulsive games condition, and a being who plays games by choice. Mankind today is in a compulsive games condition. By this I mean he has lost his power of choice in the matter. He must play games; he must win these games; and he must do these things regardless of all else. You see this frenetic activity around you every day. Its all become so deadly, deadly serious; a matter of life and death. Why, even enjoying yourself has become a serious matter. Only the children can still laugh in sheer uninhibited pleasure; but only then until they receive their education, and realize how serious it all really is.

As the game becomes more serious, more important, the player’s concern for the well-being of his adversary becomes less and less. What are a million Jews slaughtered in the gas chamber when its for the glory of the Third Reich? They’re only Jews, aren’t they? What matter that the jackboots are steeped in blood and gore as long as the war is won? They’re only the enemy, aren’t they? What matter that a man be compelled to work long hours under atrocious conditions for miserly pay so his employer can make more profit? He’s only a worker, isn’t he? What matter that workers band together and form unions, then dissipate the wealth of a nation in interminable strikes to improve their lot? They’re only money-grabbing capitalists, aren’t they?

The compulsive games condition. The more compulsive it becomes, the more partisan the being becomes; the more partisan the being becomes the less real his opponent becomes to him, and so the more easy it becomes to justify his inexcusable behavior towards him. Yes, it would be folly indeed to give such a being true power, for abuse it he most certainly would at the first opportunity. But while the being is in a compulsive games condition he has no true power. Its only as the compulsion fades that the true power begins to emerge. Its only when he no longer has to play games, has to win, that he can do these things easily. The harder he drives that ‘Must’ postulate the closer and closer he edges towards the ‘can’t’; the greater the compulsion to succeed, the more difficult success becomes. Only when the playing of games are light and airy things, when competence is a joy like poetry, and the need to win is a far, far junior consideration to the enjoyment of the game does true ability even begin to emerge. And as he approaches this state he more and more realizes that his own happiness is bound up with the happiness of others, for he cannot easily play games whilst alone. He needs other to share the sensations; others as capable as himself, or his games will soon become unbearably dull. To always win is no fun, and so he learns to cherish a good opponent and becomes very concerned a bout his welfare.

Thus, as the being frees up from the trap his view of life changes: becomes broader and less parochial. He lives his life more and more from the viewpoint of the maximum amount of benefit for the maximum number of beings. For only in this way is his life truly rich. In short, he has become an ethical being.

A man from Nazareth some 2000 years ago who said ‘Love thy neighbour as thyself’ possessed more than a glimmering of the true factors involved. The route out is from the compulsive playing of games, through the voluntary playing of games, to the state of Nirvana - eternal bliss and oneness with all life.

As the being walks this route he soon perceives that there is a basic code of ethics that governs conduct, and that when he violates this code he suffers just as much as his victim.


This code is as easy to live by as the being is no longer in a compulsive games condition. Evaluate yourself against it, for it will give you many insights into the nature of your current compulsive games conditions. When a being is free from the compulsive playing of games he quite naturally lives by this code; he would no more dream of violating it than he would of cutting his own throat. For he knows all too well the consequences.

Its entirely safe then to free a being, for what being could be considered dangerous who lives by such a code?



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Re: TROM (The resolution of mind) Book.
« Reply #9 on: February 19, 2014, 09:00:43 pm »
I offer you a route out. There may well be other routes out; if there are I know not of them after many lifetimes of searching. The fortuitous combination of games matrix and circumstances that permitted me to discover this route at this time may not ever happen to me again; and others too could easily overlook it. So don’t lose this data, for it may be many lifetimes before you come across it again - if you ever do.

The data is quite free. I only ask two things:

1)    You use the data.
2)    When you duplicate the data, you duplicate it exactly. Not because I am enamored with my prose style, but because altered it could very easily become just another trap in a universe already abundantly endowed with them.


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Re: TROM (The resolution of mind) Book.
« Reply #10 on: February 19, 2014, 09:02:28 pm »
Second Addendum to Theory Section


Cause is the action of bringing an effect into existence, taking an effect out of existence, knowing, or not-knowing. That which is brought into existence, taken out of existence, known, or not-known is called an effect.

Thus life, in all its manifestations, is causative.

Causation is the common denominator of all life impulses.

Causation is achieved by postulates. A postulate is a causative consideration. A consideration is defined as a thought, or idea.

Life can believe itself to be an effect, but that belief is itself a causative consideration.

Responsibility is the willingness to assume causation. A being can assume causation for anything. The only liability to assuming causation is to run the being out of games. The only liability to not assuming causation is to give the being a surfeit of games. Thus, as games become progressively more compulsive, the willingness to assume causation (responsibility) is seen to lessen. Unwillingness to assume causation is thus a measure of the compulsiveness to play games in a being.

Complementary postulates enhance affinity; conflicting postulates lessen affinity.

Thus, affinity is the willingness to create complementary postulates. Love is the expression of affinity.

Reality is the degree to which complementary postulates are created. Thus, as games become progressively more compulsive things become progressively less real to the being. Things are only as real as one is creating complementary postulates regarding them.

Communication is the action of creating complementary postulates.

When two or more beings adopt complementary postulates regarding a creation they share that creation, which is now a co-creation. They are said to be in agreement regarding that creation. Thus, agreement is a shared creation.

Beings, by means of their willingness to create complementary postulates (affinity) and by actually creating complementary postulates (communication), achieve co-creation (reality). Thus understanding is achieved between beings.

Games, because they contain conflicting postulates, lessen understanding between beings.

A right action is a lovable action; it is an action that one is willing to create complementary postulates with. A wrong action is an unlovable action; it is an action that one is unwilling to create complementary postulates with.

Thus, the concept of right and wrong is a concept brought about by games. There is no absolute right and no absolute wrong. What is considered right or wrong is relative to the being and the games he is playing. Thus, what is considered a right action in one society can be a capital offense in another.

However, although the subject of what is right and what is wrong is within games there is a senior ethic. this is the subject of the right way to play games. This ethic, being about games, is not relative to the being and the games he is playing and is thus not within games. This ethic is the Code of the Ethical Being. While games are played within this ethic they retain all their element of fun, but cease to be the traps they become when played outside of this ethic. The only safe way to play games is to play them within this ethic. But the being can only play within this ethic while games are non-compulsive. Therefore he needs to address the subject of games with a view to taking the compulsion out of them. Thereafter he’ll be able to play within the ethic, and enjoy games forever with no liability to his beingness.

Continuing on the subject of within-game ethics. A games rule is an agreement between beings denoting permissible (right) play. Play outside of the rules is considered improper and therefore wrongful play. Laws are games rules denoting permissible play in a society. Thus, to accuse another of a wrong action is to accuse him of acting outside the rules of the game; it is to accuse him of unethical behavior.

A being, having lost a game played fairly within the rules, can either accept the loss or attempt to imply that the victor had committed wrongful play. These are the only two choices open to him. If he can convince his opponent that he has committed wrongful play he (the victor) will believe that he has behaved unethically and did not win the game fairly. The action of assigning causation for wrongful (unethical) play to an opponent is called blame. If the opponent accepts the blame he feels guilt.

Not wishing to behave in an unethical manner the guilty being resolves not to play in such a manner again. This, of course, is the precise effect intended by the blamer, who, now having succeeded in limiting his opponent’s willingness to act, is more easily able to overwhelm him.

Thus, blame is seen as an attempt to lower another’s willingness to act by invoking the suggestion of wrongful play, and thereby make him more easy to overwhelm.

The Blame/Guilt mechanism is pure games play. The purpose of blame is only to permit the blamer to win games. Unable to win games any other way, and having the need to win games, he resorts to the blame mechanism in order to do so.

In that any life game has a near infinite number of possibilities within it, and that it is clearly impossible to draw up games rules for all of them, the Blame/Guilt mechanism is always available to a games player. There is always some action he can point his finger at, declare it wrongful, and so attempt to make his opponent feel guilty - and thus use less than his full abilities in the playing of the game.

As a wrong act is essentially an unlovable act, the use of the blame mechanism is pure emotional blackmail: I’ll withdraw my love (affinity) from you if you persist in acting in such a manner that prevents me from winning the game.

However, blame has the liability of having to convince the other being that a wrongness has occurred. So the blamer has to keep the wrongness in existence in order to convince the other that is has occurred. Thus we find the blamer having to keep whole sections of his mind in existence in order to convince others that he has been wronged. It is a terrible price to pay for his compulsion to win games, but it clearly shows the limits to which beings will go in order to do so.

The Blame/Guilt mechanism breeds compulsive games play. Compulsive games play breeds the Blame/Guilt mechanism. They are inseparable, and where you find one you will always find the other. By means of the Blame/Guilt mechanism life finally degenerates into a frantic attempt to make others guilty while equally frantically resisting their attempts to do the same thing to you. At this level life is seen by the player as one vast sea of wrongness containing one tiny island of rightness - himself. And he knows above all things that if he stops assigning wrongness (blame) for even one instant his island will sink, and he will drown and be lost forever in that sea of wrongness. Its not that the compulsive blamer is always right, its just that he has a vast need to be right. He is always right. Even when he is wrong he is right. And he’ll still be protesting his rightness when the coffin lid is nailed down on him. For he knows how to win games: always make sure that self is right and others are wrong. It becomes his epitaph.

This is how the subject of right and wrong got into games play. And games have never been the same since. It has no other significance. Once it is understood for what it is, it will be found to resolve with no other address than by use of the exercises in the Practical Section. As the compulsion to play games lessens, the need to invoke the Blame/Guilt mechanism also lessens, and finally vanishes. It always was a crummy mechanism, and games are much more fun and healthy without it.

Shame is guilt exposed. Ridicule is the exposure of guilt. Shame/Ridicule form a pair like Blame/Guilt, from which they were spawned.

All of freedom lies within the concept of freedom of choice. When one is no longer free to choose one has lost all the freedom there is. The basic freedom of choice is between making and not making a postulate. In life this translates into the freedom of choice to play or not play a game. Thus, to the degree that the playing of games becomes compulsive freedom becomes lost. All entrapment is to be found in the compulsive playing of games. The route from entrapment to freedom, then, lies in the regaining of ones freedom of choice to play or not play games. As the being got himself into this trap, then only the being can get himself out of this trap. One being can show another the route out, but the trapped being must walk this route out himself. Thus, one being cannot free another; he can only help him to free himself. You will never find freedom ‘over that way’; no matter how thoroughly you ransack this universe in search of freedom you will only discover more and more traps. Indeed, the search for freedom over that way is one of the basic traps of the universe. You can say to another being, Free me, and with the best intent in the world he will only succeed in making you into his slave. The very best he can do for you is to show you the nature of life and games, and indicate the route out of the trap. The rest is up to you. This is the basic truth about freedom. Outside of this truth lie the freedom games: games which cash in on the desire of every compulsive games player to be free.

We always tend to imagine a slave master as a rather muscular man armed with a large whip. Such a man is not even a novice at the gentle art of making slaves, for all the very best slaves are voluntary slaves and would not give up their slavery for anything. They are convinced that they are on the ‘road to freedom’, and need no whips to keep them on it.

To trap you while promising to free you is probably the oldest game in this universe. This is the game of the ‘freedom maker’: he makes slaves out of those who walk a road to freedom that he has created for them. All the very best traps in this universe are clearly marked, The road to freedom. The game of the freedom maker is big business in this universe, and always has been - simply because the willing slave, deluded into walking the road to freedom, is always more than happy to work long hours for next to no pay, and so create enormous wealth for the slave master. The places where his willing slaves toil on their road to freedom are called Freedom Factories. (This is a slang term). The universe is strewn with them. Whole planets have become vast freedom factories. Very probably the first extra-terrestrial visitor to this planet will be an agent from a local freedom factory - scouting the territory to see if its worthwhile setting up shop here. The whole technique of the freedom maker is to suspend a carrot called ‘freedom’ in front of the person’s nose. The carrot is on a string joined to a stick, the other end of which is attached to the person’s back. Once the device is in place the person will follow the carrot forever down the road to freedom created by the freedom maker.

Freedom is the only thing that a being will permit himself to be put into slavery in order to achieve. Ponder these words as you ransack this universe in search of freedom, for the gates of the freedom factories are always open, and a new slave is always made most welcome while the carrot is being suspended in front of his nose.

The subject of freedom has always been bigger business in this universe than the subject of power. This is because the carrot of freedom is always considered a more valuable carrot than the carrot of power. It has been said that a man will sell his soul in exchange for power. What, then, is he willing to sell in exchange for promised freedom from the compulsion to be powerful? Why, his freedom, of course! It is the only thing he has to offer in exchange for such a prized goal. Hence the game of the freedom maker and freedom factories.

Reasons why for a postulate always come later than the postulate for which they are created as the reasons why. The postulate always comes later than the desire to make that postulate. The sequence is always: Desire - Postulate - Reasons why for that postulate.

The reasons why for a postulate are only justifications to convince others that the postulate is reasonable. Thus, reasons why are only created in order to justify a postulate, and always come later in time than the postulate. The postulate, in turn is always later than the desire to achieve the effect which the postulate puts into action.

The closest you can every come to a ‘reason why’ for a postulate is that it seemed like a good idea at the time.

Now this is not something dreamed up by me after a heavy night reading Alice in Wonderland. It happens to be the truth of the matter. (Something I believe that gifted mathematician who wrote Alice suspected too.) The fact that the mere suggestion we function in such a manner sends those with a mechanistic view of the mind crawling up their own synapses is only indicative of how little they know about the mind, and how trapped they are within the whole subject of reasons why and conviction in general.

Now it is true that a being, feeling unable to dream up convincing reasons why to justify a postulate, will not make that postulate. But these are reasons why for not making a postulate, not reasons why for make a postulate.

The truth is that a being never needs a reason why for making a postulate until he has made that postulate, and needs convincing reasons to justify it to others. His postulates stem from his desires, his desires stem from his urge to be alive and in there playing the game.

Its easy to see how the general belief that the reasons why for a postulate preceded the making of the postulate came about. The being, having made a postulate and now having to dream up convincing reasons why he made that postulate in order to make the postulate appear reasonable to others, will always swear on a stack of bibles that his reasons for making the postulate existed prior to the making of the postulate. For to admit otherwise is to open him up to the charge that he’s making postulates without due reason why, and then justifying them afterwards. The only way he can defend his postulate as being reasonable is to swear that the reasons for making the postulate existed prior to the making of the postulate. Eventually he comes to believe his own lie, and becomes trapped in a ‘web of reason’.

If a being ever needed a reason why to make a postulate then the first postulate ever made in the universe could never have been made, for at the time it was made no reasons why for postulates existed. That first postulate could only have been made from a desire to achieve a certain state of affairs. That is the way it was then, and that is the way it has been ever since. First came the desire, then the postulate - and only later were reasons why invented to justify the postulate and make it convincing to others. See reasons why as pure and simple conviction phenomena and you have the entire flavor of all this.

The mind, then, is full of convincing reasons why one should not make postulates, but it contains no reasons why a postulate has been made. Of course, one can always point to some part of the mind and assign it as the reason why one has a compulsion to kick cats, say, but this assigning is coming later than the postulate to kick cats. If you wish to be free of your compulsion to kick cats you need to address this postulate to kick cats, and the whole subject of cats and kicking. There is clearly a compulsive games condition here between you and cats.

Ransacking your mind and assigning reasons why to your compulsion to kick cats will not help you in the slightest. Any person can sit down and invent an infinity of convincing reasons why they have to kick cats. Its a very interesting intellectual exercise, and can give insight into the whole subject of justification and reasons why in general, but don’t expect it to do anything about your compulsion to kick cats.

That can only be resolved by resolving your compulsion to play games with cats.

The mind, then, is only resolved by addressing postulates, and the subject of games - postulates in conflict. Reasons why for the postulates always come later than the postulates, and so have no part in the resolution of the postulates in conflict.

When you fully grasp this you will stop ransacking your mind in a futile attempt to discover the reasons why for your current mental state. For the only reasons why you will discover there are the ones you are putting there now, and they are all later than the event. Its futile searching a stable for a horse that has gone; but its bordering on the ridiculous to search a stable for a horse that was never there, and then convince yourself that the piece of straw you find is really the horse.

It is only ignorance of the truth of this matter that causes patients to spend years with psychotherapists in search of the reasons why for their troubles, and why psychotherapists waste their own and their patient’s time in such a futile search. The only justification for the activity is that its profitable for the therapist, and the patient always lives in hopes that he might one day get somewhere.

Whole ‘schools’ of psychotherapy have grown up professing to know the ‘real’ reasons why of behavior, and they vie with each other to see who can be the most convincing. As its possible to invent an infinity of convincing reasons why for any facet of the mind this activity has unlimited prospects for future games play, but bleak prospects for helping people to resolve their compulsion to play games.

Once you grasp the truth about this subject of postulates and reasons why you will also learn to cut through the smoke screen of reasons why that others throw up to justify their postulates, and be able to see their naked desire and postulates clearly exposed. The brush salesman may give you a thousand convincing reasons why you ought to buy his brush, but all of them come later than the fact that he desires to sell a brush to you.

Life gets very simple once you realize that the correct sequence is: Desire - Postulate - Reasons why (Invented) for postulate.

The subject of reasons why gets combined with the Blame/Guilt mechanism. Thus, a person may search their mind for the reason why of some unwanted mental condition. Having found (assigned) a reason why that is convincing to them, they promptly blame it for the unwanted mental condition. This is compounding the lie, and only traps them further in the Blame/Guilt mechanism, and in the whole subject of conviction and justification. The unwanted mental condition is essentially a postulate, which is held in place by the compulsive games condition with its opposition postulate within the goals package. Only when addressed in this context will the unwanted mental condition resolve.


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Re: TROM (The resolution of mind) Book.
« Reply #11 on: February 19, 2014, 09:03:06 pm »
Some modern ‘schools’ of psychotherapy are what is known as evaluative schools. The practitioner of their type of school does not search in the mind of his patient for the reasons why of the patient’s difficulties, for he has already convinced himself that he knows the ‘real’ reason why for everyones difficulties. Therapy (if it can be called such) with this type of practitioner is not a matter of searching for anything, it is purely a matter of the practitioner convincing the patient of the practitioner’s beliefs. As some of these beliefs seem very strange to their patients - and to most other people, come to that - it can take years to convince them. (All the difficulties in convincing are ascribed to the patient’s resistance to accepting the truth.) Even after conviction has been achieved the patient still has his unwanted condition, but he now also possesses a thoroughly convincing argument as to why he has that condition. These schools have come a long way from the definition of a workable psychotherapy: One that can vanish unwanted mental conditions. I suppose the acquisition of a set of convincing reasons why one has a mental condition is an improvement upon not having such a set, but its a very poor substitute for being free of the unwanted mental condition.

If one were to inquire into the nature of the quality or ability that is closest to life itself one would eventually arrive at the subject of knowing. Life can know. All else is the subject of methods or systems of knowing.

The basic law, or agreement, of this universe is that one will only know that which is brought into existence to be known. Thus, this universe sets a limitation upon knowing as only being possible for the class of things which are brought into existence to be known.

This law is peculiar to this universe. A being can only operate, i.e. play games within this universe while in agreement with this law. Once he starts to know outside of this law he is operating outside the universe.

The action of bringing something into existence so that it can be known is called creation. Thus, in this universe knowing is limited to those things which have been created in the universe.

It should never be considered that knowing is by nature limited to those things which are created to be known. Life can know; it can know anything, whether it has been brought into existence to be known or not. In order to operate in this universe life considers, or agrees, that it will not-know until something is brought into existence to be known.

This limitation upon knowing is the basic law, and the only basic law, that governs this universe. Other universes can be constructed upon other basic laws, but they would all be some type of limitation of knowing, for while knowing is unlimited any type of universe or game is impossible. Bear the basic law of this universe in mind as you do the Practical Exercises, for all the games you have ever become trapped in in this universe have been based upon the basic law of the universe.

Purpose, Intention, Goal and Postulate can be regarded as synonyms. A game is a contest in conviction.

Conviction, then, is an enforcement of knowingness.

Enforcement of knowingness is called importance.

Purposes are made more intense in order to make them more convincing. Thus, importance is the intensity of purpose; the degree of ‘mustness’ in that purpose. As the intensity, or importance, of a purpose approaches zero so the purpose itself approaches zero. Importance bears the same relation to purpose as cattishness does to a cat: when all the cattishness has been removed the cat has gone too. Thus, to resolve a purpose in the mind it is only necessary to address the importance of this purpose; once this has been resolved the purpose itself will approach zero and finally vanish. This is the basis of all effective psychotherapy.

Significance is the consideration of both the nature of a purpose and its importance. So significance too approaches zero as the intensity, or importance, of that purpose approaches zero. There can be no significance in the absence of importance. Thus, importance is the basis of all significance.

So any purpose, to stay in existence, requires an importance ‘rating’. But importance is an enforced knowingness, and once the importance has gone the purpose too has vanished. Thus, all purposes are systems or methods of knowing, not-knowing, making known, or making not-known.

Purposes are held in suspension in the mind by opposing purposes. Thus, a purpose can only be resolved in relation to its opposition; it can never be resolved in isolation. A pair of purposes in opposition is called a problem. Problems are the basic building blocks of games.

It is necessary to clearly differentiate between the rather loose term ‘opposite’ and the very precise term ‘opposition’. Opposition is the exact opposing postulate, whereas opposite has a much broader use. E.g. The opposite of knowing is loosely regarded as not-knowing. However, the opposition postulate to ‘To know’ is ‘To be not-known’. This is not a matter of conjecture, but of logical necessity.

Life has four basic abilities. Every purpose in life must manifest in line with one or other of these basic abilities. The totality of these manifestations regarding a purpose we call the goals package of that purpose. Thus, all possible manifestations of the goal ‘To know’ are within the To know goals package.

Thus, all possible games regarding a purpose are within its goals package. Thus all possible non-games (complementary postulate situations) regarding a purpose are within its goals package. Thus, the totality of charge (upset) on any goal is to be found within its package.

It is a fundamental error in psychotherapy to go outside a goals package looking for charge that is within the package. It is always within the package. There is no other place it can be. E.G. A man has a compulsion to drink. The totality of this problem, and all other possible problems on the subject of drinking, are within the ‘To drink’ goals package. To go searching outside the ‘To drink’ goals package for the ‘reasons why’ of his compulsion to drink is to court failure. Yet some ‘schools’ of psychotherapy maintain that the man’s compulsion to drink - and everything else about him, apparently - is to do with his infantile sex life. His sex life, both infantile and non-infantile, is within the ‘To sex’ package. His drinking life is within the ‘To drink’ package. They are separate packages, and its a fundamental error to address one in an effort to resolve the other. Its analogous to a medical doctor bandaging up a man’s toe when he has a cut finger. It may be necessary for some psychotherapists to resolve their own ‘To sex’ packages before they will be able to appreciate this simple truth. If so, then so be it.

Due to the nature of conviction (an enforced knowingness) the basic goals package is ‘To know’. All other goals packages are within this package. All other goals are methods of knowing, not-knowing, making known or making not-known.

(This truth can also be arrived at by examining the purpose of any purpose. Eventually you will arrive back at one or other of the legs of the ‘To known’ package. Once there, you can backtrack no further, for the purpose of each of these purposes is its own purpose.)

All goals packages are in exactly the same form as the ‘To know’ package.

All goals packages are addressed in exactly the same manner as the ‘To know’ package.

A goal can be general or specific. E.G. ‘To grow’ is general; ‘To grow petunias’ is specific; ‘To grow petunias in the springtime’ is even more specific. All specific versions of a goal are within the general version. Hence, only the general form of a goal is ever addressed, for all possible specifics are within the general.


Logical Note.

This section can be glossed over if desired. The purpose of the section is to demonstrate to those interested that the subject of the goals package rests upon a firm logical foundation.

The subject of logic rests upon two fundamental axioms:

1)    The common class of a concept and its absence does not exist. ( x(1-x)=0. This equation is only satisfied when x is either zero or unity. Thus, in the algebra of classes (Boolean algebra)(symbolic logic) the symbols can only have the value of zero or unity.)
2)    The universe can be divided into any concept and its absence. ( x + (1-x) =1.)

From these two basic axioms all other logical propositions are derived. One of these propositions states that the types of possible classes that can exist with two concepts, x,y, are four. Their sum equals the universe: unity.

xy + x(1-y) + y(1-x) + (1-x)(1-y) = 1.

(Any high school student can, by extending out the left hand side of the above equation, discover that it does in fact equal unity.)

Any goals package contains two concepts; these plus their absences (negatives) constitute the four legs of the package.

The ‘To know’ package is such a package. If we represent ‘To know’ by x, and ‘To be known’ by y, we can see from the above equation regarding two concepts that the four possible classes are:

xy    This is the class To know and To be known. These are complementary postulates, and are a no-game class.
x(1-y)    This is the class To know and To not be known. These are conflicting postulates, and are a game class.
y(1-x)    This is the class To be known and To not-know. These are conflicting postulates, and are a game class.
(1-x)(1-y)    This is the class To not-know and To not be known. These are complement -y postulates, and are a no- game class.

The sum of these four classes is the totality of the universe of the two concepts. To know and To be known. Within these four classes, then, the whole subject of knowing and being known is contained. When we consider each of these four classes from the viewpoint of ‘self’ and ‘others’ we arrive at 2x4=8 classes. When we consider each of these 8 classes from the viewpoint of ‘origin’ and ‘receipt’ we arrive at 2x8=16 classes. These 16 classes are the 16 levels we find when we examine the ‘To know’ goals package. We can equally, of course, cut the universe into any two purposes in the form ‘To -’ and ‘To be -’, and arrive at the same conclusion viz: That the whole universe of the two concepts is within that package.

Thus, we have proven within the rigors of strict logical reasoning that any goals package contains the full universe of its component concepts, and that no part of life is external to the package. In the language of the mathematician the 16 levels of the goals package are necessary and sufficient for our purposes.

All four legs of a goals package hold each other in suspension in the mind. No goal in a goals package can be erased (vanished) from the mind without also erasing the other three goals in the package. Thus, a goals package is the smallest unit that can be erased from the mind. To attempt to erase any purpose from the mind without also erasing the other three purposes in its package is merely an exercise in futility. E.G. A man has a compulsion to drink. He will never be free of his compulsion to drink until he is also free of his compulsions to not drink, to be drunk, and to not be drunk. They are addressed as a set, and they erase as a set.

The oppositions in any goals package are in the same form as the oppositions in the ‘To know’ package.

The complementary postulates in any goals package are in the same form as the complementary postulates in the ‘To know’ package.

However, the purpose of the goal may embrace more than one leg of the ‘To know’ package. E.g. You can grow something in order to be known as a grower; you can grow something in order to know what it looks like when its grown; you can grow a privet hedge in order to not-know the view of the local gasworks; you can grow a privet hedge in order to be not-known by your neighbors.

Thus it is an error to try and draw a one-to-one correspondence between the legs of a goals package and the legs of the ‘To know’ package. Life knows no such limitations.


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Re: TROM (The resolution of mind) Book.
« Reply #12 on: February 19, 2014, 09:03:48 pm »
This universe is a universe of purposes, either complementary or conflicting. While viewed as such it is possible to understand it. If viewed in any other manner it forever remains a mystery. What we regard as an object in the universe only consists of purposes. It is held in existence by its own internal conflict of purposes. It is a highly compressed goals package. As the basic goals package is ‘To know’, every object in the universe can only basically consist of this package. Within this truth lies the key to vanishing unwanted universe objects.

All goals packages are within the basic package, ‘To know’. Why, then, may it be necessary to address other (junior) packages on the route out? Simply because a being may not clearly perceive that any given purpose in life is a method of achieving one or other of the legs of the basic package. Once he perceives this regarding a given purpose the charge (upset) on that purpose vanishes and reappears in the ‘To know’ package. While he does not perceive this the charge remains in the junior package.

It is a truism of psychotherapy that a patient can only be helped within the structure of his own convictions. Or, as they say, you can only help him ‘where he lives’. One could, of course, by means of the technique of listing the purpose of a purpose eventually get the patient to realize that the purpose bothering him was really one or other of the legs of the ‘To know’ package. However, this is not desirable, and no matter how smoothly achieved will leave the patient feeling as if he’s been deprived of something. Which he has. He’s been deprived of the other purpose! Far better to address the junior purpose in the context of its own package. When you do this it very often happens that the junior package suddenly ‘collapses’ at the instant when the patient realizes that the purpose in question is only a method of achieving one or other of the legs of the basic package. All residual charge will then leave the junior package and reappear in the basic packages - where, of course, it truly belongs. However, junior packages, being complete in themselves, will also erase in their own right quite independently of the basic package.

The legs of a junior package must bear the same relation to each other as do the legs of the basic package. Otherwise the package is not a true package and will never erase. E.G. The complementary goal of ‘To free’ is ‘To be free’ not ‘To be freed’. Some care is always required in formulating the exact wording of junior packages. When a junior package is not erasing cleanly the most common fault is that the package is not a true package. This is known as cross-packaging. It is one of the ‘deadly’ sins. When two or more junior packages are crossed up into one package neither of the packages will erase, and the whole mish-mash just grinds on forever. The therapist who tries to resolve a man’s drinking problem by addressing his infantile sex life is guilty of cross-packaging. This is why the ‘therapy’ goes on forever with no relief for the patient. Indeed, the basic way to confuse a being is to cross-package him. Much thought has been given to this gentle art in the history of the universe, and the most confusing things that have ever happened to beings have been overt attempts to cross-package them - all under the guise of ‘education’, of course. Once cross-packaged the being is stuck within the crossed-up packages forever. Cross-packaging is the primary method of enslaving spiritual beings that has been used in the universe. It is infinitely more effective than the use of rubber truncheons. So make sure that the legs of your junior packages bear exactly the same relation to each other as do the legs of the basic package. Only then will they erase.

Check that the complementary postulates are indeed complementary, and that the opposing postulates are exact oppositions. This can only be done empirically, on the basis of cold, hard logic. To do it any other way is to court disaster. Once may have a strong ‘gut feeling’ that the goal ‘To eat’ is opposed by the goal ‘To not be edible’, however logic tells us that the correct opposition is ‘To not be eaten’. The difference between the package cleanly erasing and grinding on forever is to be found within such fine shades of meaning. Nowhere in life do you have to be more precise than in this area of composing junior goals packages.

Erasure is vanishment. When a goals package has been erased from the mind it is gone. Literally. All four legs have vanished. It has not been suppressed, repressed or any other type of pressed. It has neither been adjusted to or not adjusted to. It has gone. Even the concepts contained within the package have to be consciously created by the being before they exist. You can hunt in the mind forever with lie-detectors, skin galvanometers, et al, and find no trace of the component legs of an erased goals package. Thus, the concept of erasure is a psychotherapist’s dream. It is also a nightmare to those who hold a mechanistic view of the mind, and maintain that once an ‘impression’ is made on the mind it is in that mind forever. Faced with the phenomena of erasure they either don’t believe it, tear up their textbooks and acknowledge that they were in error, or jump out of sixth story windows taking their textbooks with them, depending upon their mental stability and general willingness to change their minds about such things.

A goals package is the smallest unit that can be erased from the mind. Hence, when something erases from the mind some goals package or other has been erased. This can and does happen in general psychotherapy, and accounts for the ‘miracle’ cures we sometimes read about.

Partial erasure of a goals package is called nulling that package. Nulling a package reduces the intensity of the compulsive games condition between the legs of the package. If a goals package can be nulled it can also be erased.

Are we then free to take any purpose, formulate it into a goals package, and proceed to erase it from the mind? No. We are not free to do this for every purpose.

To understand why this is so we have to examine the basic urge of life in this universe. In this universe life is endeavoring to be. It is endeavoring to exist. The purest expression of this urge is contained within the ‘To be known’ leg of the basic package. This is true of all life in the universe right down to the cellular, bacterial and virus levels. Goals which further or enhance this basic urge can be formulated into goals packages and will erase. They are called life goals. Goals which oppose this basic purpose, when formulated into goals packages, will not erase. They are called non-life goals. An examination of the basic package also reveals that the goal which most furthers and enhances the ‘To be known’ leg is the goal ‘To know’, the complementary goal in this package. Thus, ‘To know’ most furthers and enhances life’s basic urge in the universe.

Thus, a life goal is defined as one which is not opposed to the ‘To be known’ leg of the basic package.

Thus, a non-life goal is defined as one which is opposed to the ‘To be known’ leg of the basic package.

Non-life goals, upon examination, will invariably be found to be part of the negative legs of life goal packages. E.G. The goal ‘To hinder’ is clearly totally within the ‘To not help’ leg of the ‘To help’ package.

Non-life goals can only be erased from the mind by erasing the life goal package in which they are contained.

This limitation upon the formulation of goals packages is put on us by the nature of this universe, and the purpose of life within it. It is not a limitation of method, but a limitation imposed upon us by the basic agreements and nature of the universe itself. The reason why non-life goals packages do not erase is because the goal upon which they are based is opposed to the basic urge of life in the universe, not due to some quirk in people’s minds. The fact that non-life goals packages do not erase is extremely powerful evidence supporting the theory of lifes’ basic urge in the universe.

One could wax very moralistic about all this, and point to non-life goals as being ‘original sin’ or some such, and use it as a platform to assert the way to the ‘good and pure life’. One is, of course, free to do this. And it is true that a spiritual being gets himself into all the trouble its possible to get into in the universe by adopting non-life goals as a total way of life. And, in so doing, he can also make the life of those around him a misery too. However, no matter how much we moralize and point the finger, the truth is that some people have become convinced that the only way to live is to base their life upon non-life goals, and they will continue to do so until they change these convictions. The problem boils down to a problem in therapy, not a problem in morality, for only therapy can change their convictions without overwhelming them, and so driving them further into the trap. As, for the majority, this therapy can be completed by themselves in their own homes at no cost to themselves except their own time, we see this as the optimum solution to the problem.

Once a life goals package has been erased all the non-life goals to be found within its negative legs will also be found to be erased. E.G. Once the ‘To help’ goals package has been erased, the ‘To hinder’ package, and all similar packages to be found within the negative legs of this life goal will also be erased.

The more fundamental a life goals package is, the more non-life goals are to be found within this negative legs. Thus, the ‘To know’ package, being the basic package, contains all possible non-life goals within its negative legs. It also contains, of course, all possible life goals within its positive legs.

The general rule of therapy is to address the most fundamental life goal that will produce change in the being when addressed. From this rule is derived the rule that we always address the basic package first, and stay with that package as long as it produces change. We only leave that package when it ceases to produce change in the being, and then only temporarily until it can once more be run gainfully.

The main purpose of addressing junior packages is to permit the basic package to be run gainfully. This is purely a matter of the most efficient use of therapy time. Life contains a near infinity of significances, and we are addressing all of them when we address the basic package. To address a junior package while the basic package can be addressed gainfully is a non-optimum use of therapy time.

Knowing the nature of life’s basic urge in this universe it should come as no surprise to us to learn that non-life goals packages not only never erase, but produce a steady worsening of the state of the being while erasure is being attempted. Its not that they just grind on forever, like cross-packaged life goals do, never nulling and never erasing, but they actually produce a marked worsening in the state of the being. And there is no relief from this worsening. If the non-life goals package is persisted with it would eventually lead to the demise of the by now thoroughly demented and tormented being. One either does this right or it will kill you. There is no middle path.

I could not stress this fact too strongly. I’ve walked to the gates of hell researching non-life goals packages on myself to discover this truth, and there’s no need for others to repeat the torture on themselves. We have, within the technology of the goals package, the power to give a being either life or death. All coins have two sides. The non-life goals package is the other side of the coin called life. However, such is the power of the basic package (To know) that it will actually repair the ravages brought about by running non-life goals packages. If this were not so I would not be writing this now. But I only caught it in the nick of time. You may not be so fortunate.


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Re: TROM (The resolution of mind) Book.
« Reply #13 on: February 19, 2014, 09:06:58 pm »
If you wish to play with non-life goals packages while the life goals packages are still heavily charged, there is a very precise way to go about it. Contact your local undertaker and get him to deliver you a coffin. Lay in the coffin and address non-life goals packages. Then your next of kin will only have to screw the lid down when you expire. They won’t have long to wait.

I can give you the basic non-life goals package. I give it to you so that you can avoid it. A spiritual being cannot be destroyed. He can only be degraded. And he has been degraded. He’s been degraded so much that the urge to degrade can beat strongly in his breast. Life on this planet is being constantly degraded by those who deny that it is basically a spiritual quality, and insist that it is basically mud. The whole philosophy of materialism is a direct degradation of life. Its purveyors, themselves degraded to the point of being convinced that they are no more than mud, take a perverse joy in trying to drag others down into the ooze. Most of the ‘education’ a spiritual being has ever received in this universe has been an overt attempt to degrade him - to strip him of his native spiritual qualities. For while he is cognizant of his true spiritual nature he is considered infinitely dangerous to those who wish to use him for their own ends.

The ‘To degrade’ goals package, when formulated and used, is one very ‘hot’ non-life goals package. It will soon have you scraping agony off the walls of every torture chamber this side of Galaxy 4. And that is only for starters. Very soon death is regarded as a welcome release. The whole of the ‘To degrade’ package is within the negative legs of the ‘To enhance’ package. This life package, when erased, also erases the ‘To degrade’ package amongst others. And this erasure is achieved painlessly. Once achieved, the ‘To degrade’ package can be run with impunity. It has no more charge left in it than a piece of dead codfish. I trust that you are getting the message.

Such is the power of the ‘To degrade’ postulate in the universe these days that the basic upset in any person’s life is invariably an overt attempt to degrade them by others. It is usually in early childhood, or even infancy. The incident is so abhorrent to the being that he rapidly shuts it out of mind (not-know), and by adolescence it is no longer a part of his or her conscious recalls. Yet the incident continues to have a profound effect upon the being for the remainder of that life-time, and colors his physical, emotional and intellectual approach to everything he does. By addressing the ‘To enhance’ goals package in the form of the 8 classes of overts and motivators, just as given for the ‘To know’ package earlier, any psychotherapist could rapidly ‘spring’ this basic lifetime degradation into view and permit its re-evaluation to pt(now) realities. Such an action would be enormously therapeutic to the patient, and would result in a betterment of their whole personality. Such are some of the applications of this technology in the field of psychotherapy. The same results can, of course, be achieved by a person running solo on the exercises given in the Practical Section.

The basic law of this universe states that its only possible to know those things which have been brought into existence to be known. From this law it follows that those things which have been brought into existence to be known are ipso facts considered knowable. This means that the universe imposes upon us a willingness to know those things we bring into existence to be known. While we function inside this law we can play games in this universe with impunity. However, once we try and function outside of this law the universe becomes a trap. The trap is, of course, our ignorance of the basic law of the universe, not something intrinsic in the nature of the universe itself.

This means that its quite safe to create any effect in this universe as long as one is willing to experience (know) the effect one has created. Once one loses sight of this law one becomes trapped. Trapped where? Trapped within the basic "To know’ goals package. And, of course, trapped within the universe itself.

As all junior goals packages are within the basic package, they too follow the same basic law. E.G. The ‘To free’ package. Its not possible to be free without being willing to free (others).

This aspect of the basic law of the universe is called the Law of the Complementary Postulate. It states:

To adopt any postulate in a goals package while being unwilling to adopt its complementary postulate leads to entrapment in that goals package.

The only entrapment this universe contains is violation of the Law of the Complementary Postulate. Bear this law in mind as you erase goals packages.


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Re: TROM (The resolution of mind) Book.
« Reply #14 on: February 19, 2014, 09:07:40 pm »
Thus we can always measure the degree of entrapment in a goals package, and the intensity of the games condition between the legs of the package, by discovering how willing the being is to adopt the complementary legs of that package. E.G. The ‘To control’ package. The positive complementary legs of this package are ‘To control’ and ‘To be controlled’. Entrapment in this package is indicated when one of those postulates is preferred to the other. As the package erases, of course, this imbalance lessens and finally vanishes, at which time the being is equally willing to occupy any of the four legs of the package. Of course, an imbalance in the positive complementary legs of a package also produces an equal and opposite imbalance in the negative complementary legs of that package.

One may wonder if we can get round the limitation of non-life goals packages being unerasable by addressing them in a negative form. E.G. ‘To hate’ is a non-life goal, for ‘To hate’ is totally within the ‘To not-know’ leg of the ‘To know’ package (one does not wish to know those things that one hates), and is therefore opposed to the ‘To be known’ leg. Would not, then, the goal ‘To not hate’ be erasable when formulated into a package? The answer is no. This can be proven empirically. The conclusion has been verified by testing. It can be proven empirically by an application of Boolean algebra, or even by formal logical reasoning. Given that the class ‘To hate’ is within the class ‘To not-know’, it follows that the class ‘To not hate’ contains within it all the class ‘To know’ plus some of the class ‘To not-know’. Therefore, some of the class ‘To not hate’ is opposed to the class ‘To be known’. Thus, ‘To not hate’ is also a non-life goal and its package will not erase. In life, one does not get out of the trap of hating by adopting a policy of not hating. This is true for the negative legs of all non-life goals. Their packages do not erase, and in life one does not become free of them by adopting their negatives.

Only life goals are erasable from the mind. None of the legs of non-life goals packages can be formulated into erasable packages.

The negative legs of life goal packages, when formulated into goals packages, also will not erase. This much is obvious from first principles, but has also been verified by testing.

When we violate the basic law of the universe in formulating goals packages the packages never erase and are intensely non-therapeutic. When we try and live our lives in this universe on the basis of non-life goals, or their negatives, we become further and further entrapped in compulsive games play, and in the universe itself.

Once trapped within a goals package, whether a life or a non-life package, it is incredibly difficult to get out of this trap by livingness alone. The being moves compulsively from one leg of the package to the next, round and round, like a tennis ball bouncing inside a box. He endlessly tries to get relief from the agony that every leg eventually becomes by adopting a new leg, only to find that that leg in turn sooner or later becomes agonizing. No matter how he twists and turns and struggles, he is trapped within the box - within the goals package. Is it so surprising that some eventually go insane, and retreat to private hells of their own manufacture? A hell that is only slightly less agonizing than life has become.

There may be a relief for some by adopting the philosophy of the world’s great spiritual leaders. E.g. Christ’s message: ‘Love thy neighbor as thyself’. But for the many they are simply unable to use these routes to get out of the trap that life for them has become. They are far too enmeshed in the trap to be able to get out of the trap by changing their mode of life and thought. Their compulsive thoughts governs their behavior; their compulsive behavior governs their thoughts. They are trapped forever in the universe. This is literally true, for when the basic law governing the game of this universe was dreamed up no arrangements were made to ever bring the universe to an end. Why should they be made? Do children, left to themselves, ever put a time limit to their own playtime?

The only release for the majority from the trap this universe has become for them is to methodically take apart the trap they have made for themselves. This universe was never designed as a trap. But it most certainly becomes one when one acts in it in ignorance of its basic laws. This technology is such a route out of the trap.

There are only three steps that a spiritual being needs to take in order to free it from any trap. They are:

1).    Realize that you are in a trap.
2).    Discover the true nature of the trap.
3).    Walk out of the trap.

We see, then, that the subject of traps is intimately connected to the subject of knowing. It is no accident that the basic goals package that governs life in this universe is ‘To know’.

A partial list of non-life goals follows. Each of them has been tested and found to be intensely non-therapeutic and non-erasable.

To Degrade. To Destroy. To Blame. To Enslave. To Hate. To Drug. To Trap. To Lie. To Cheat. To Steal.

There are many other non-life goals, but most will be found to be variations of the above list.

A partial list of life goals follows. Each of them, in addition to the ‘To know’ package, have been tested and found to be therapeutic and erasable.

To Create. To Love. To Admire. To Enhance. To Help. To Feel. To Control. To Own. To Have. To Eat. To Sex.

There are also the perception packages. These are all within the ‘To Know’ leg of the basic package, and are therefore therapeutic and erasable.

To See. To Hear. To Touch. To Smell. To Taste.

Language purists who complain that the word sex is a noun in English are free to use the Anglo-Saxon four-letter verb. It means the same thing. When working with goals packages one quickly gets used to verbalizing nouns when simple verbs are not available in the language. After all, words are only symbols representing concepts, and when working solo we are free to use them however we please. Only when dealing with others do the meanings of the words have to be agreed upon.

The main list of life goals, headed by ‘To Know’ and continuing with ‘To Create’ etc., form a scale of increasing condensation, or solidity. You will be able to write a book about what you will find as you erase each of these packages. I’ll leave you to make your own discoveries. Quite apart from therapeutic considerations as you erase the package you will learn more about the subject matter of the package than you could ever learn by taking a course at a university in that subject.

The list of life goals given are by no means a complete list of all possible goals of this class, but you will find that most others are variations of the ones listed. The list is certainly adequate to get you out of any type of compulsive game you have got yourself into in this universe.

However, you may like to formulate your own life goals packages. A very useful trick when confronted with a non-life goal, and wishing to find the life goal in whose package it resides, is to take the opposite (not the opposition) of the goal and formulate that into a package. E.g. The opposite of To Destroy is regarded as To create. Formulate and run the To Create package. To Destroy can also be considered as the ultimate in hindrance, or non-help. So formulate and run the To Help package. Both packages resolve compulsive destructive tendencies - as, indeed, do all life packages. Again I would like to remind you that when formulating a goals package be very sure that the legs bear the exact same relationship to each other as do the legs of the basic package (To Know). You can waste hours - even years - trying to erase packages where the complementary legs are not exactly complementary, and the opposition legs are not exactly opposing. Consult a good dictionary when in doubt. Get it right before you start. Its always quicker in the long run. The complementary legs of the life goals listed follow. Their negative legs are obtained by adding the word ‘not’ to the positive legs.

To be Created. To be Loved. To be Admired. To be Enhanced. To be Helped. To be Felt. To be Controlled. To be Owned. To be Had. To be Eaten. To be Sexed.

The similar list for the perceptics packages is:

To be Seen. To be Heard. To be Touched. To be Smelt. To be Tasted.

‘To Drink’ is a part of the ‘To Eat’ package. Thus, it too is a life goal and will erase. Its complementary leg is ‘To be drunk.’ I mention it because it is a specific package for the resolution of alcoholism - if you can get the alcoholic to stop drinking for long enough to null the package.

Some life packages are shared in common with your body (e.g. To Eat; To Sex). As you erase them you can expect to experience passing body stimulation. It will pass away as the packages erase. But remember that even though you have erased one of these packages, and are free of the compulsions within it, your body will still be active with the package. E.g. Even though you have erased the ‘To Sex’ package your body will still require sexual activity to remain healthy. Similarly with eating. Its the way the body is. Its a built-in part of its existence as a life form. You can be free of the compulsions within these packages, but your body never will be - and still remain a body. If you want a body that is free of the needs of food and sex then I suggest you look around for a Mark VI robot body. They are very popular in some parts of the galaxy, although they are not without their own peculiar maintenance and upkeep problems.

This universe has been well described by physicists as a space-time continuum. It has three spatial dimensions, and one time dimension at right angles to the three spatial ones. Although this concept is easy to handle mathematically it is not easy to visualize, for once within the universe our minds become to some degree trapped within the three spatial dimensions. Which leaves the fourth dimension a bit tricky to grasp. However, life can embrace a four dimensional continuum. If life could not embrace it then life could not have created the idea of the universe in the first place. (Even if it is considered that the universe was created by God he too is considered as being alive). Indeed, this universe is within life, rather than life being within the universe. Only when we consider life to be a phenomena generated by the masses and spaces of the universe do we have any real difficulty in grasping the nature of the universe. This is the ultimate trap of materialism.

We can get over the difficulty of conceiving of a four dimensional continuum very easily by dropping one of the spatial dimensions. This leaves us with a model containing two spatial dimensions and one time dimension. We can conceive of this very easily. Such a model is a cylinder closed at one end and open at the other. The two spatial dimensions of this tube are its cross section. The time dimension is the length of the tube at right angles to the cross section. The closed end of the tube is the beginning of the universe. The open end is now. As time passes the tube gets longer.

If we now imagine our tube to be populated with beings who can only easily perceive the two spatial dimensions our model is complete. We, of course, being easily able to perceive in three dimensions, can see the whole tube. The beings in the tube, by their own creativity and games play make time, and thus continuously extend the tube. We outside the tube, by observing them and seeing what they are doing, could easily predict the future of the tube. But if we were to enter the tube and agree to abide by the laws of the tube - i.e. to only perceive spatially in two dimensions - we too would become a tube dweller, and be limited accordingly.

And this is precisely how a being gets into the real universe. He considers that such a game looks like fun, and pops into the tube. After a while he may well wonder how he is ever going to get out again. He gets out again by contacting and reviewing his decisions to go into agreement with the laws governing the tube.

The basic law of our universe is that one will only know those things which are brought into existence to be known. Agreement with this law keeps us in the tube. Its as simple as that. As one continues to null the ‘To know’ goals package one progressively frees up from the compulsion to be in the tube. Eventually one has regained ones freedom of choice in the matter of whether or not to stay in the tube.

Now this tube we call the universe has been in existence for some 2 x 1014 (200,000,000,000,000) Earth years. This is a long time when compared to an Earth year, but how long is it to a being who is outside the tube, and only needs to flip his attention from one end of the tube to the other?

Not every being currently in the tube has been in it since the tube began. They have been drifting in to see what the game is like continuously - like children joining in an existing game of cowboys and Indians. Most have eventually become more or less trapped in the tube as they lost cognizance of their true nature as spiritual beings, and of the basic law governing the tube.

One of the many phenomena that stem from the basic law of this universe is that no matter when a being entered the tube all of the past of the tube is available to him. His agreement to only know those things which have been brought into existence to be known does not prevent him from knowing anything and everything that has ever happened in the tube, whether or not he was in the tube when the event happened. Because everything ever brought into existence in the tube is knowable by the basic law governing the tube, the being can know it.

So you can know anything and everything that has ever happened in the past of this universe. But you cannot know what is going to happen in the future of this universe, because that has yet to be brought into existence to be known, and so by the basic law of the tube is unknowable. To know the future of the tube you have to go out of the tube - and out of agreement with the basic law of the tube.

So you can known what has happened in the past of this universe, whether or not you were actually present when it happened. You can observe the fall of Carthage, the crucifixion of Christ etc. But don’t be surprised if the event turns out to be different from what is reported in the history books. Historians use a system of knowing, not direct knowing. By the use of systems of knowing history becomes the common denominator of what people can agree upon as having happened, which can be and often is very different from what actually happened.

As we know, people can and do assume the identities of well known historical figures for the purposes of games play. This can and does become quite compulsive amongst certain types of personalities. We can predict that it would be most compulsive amongst the insane. And it is so. Any given insane asylum may have five Napoleons, four Christs and a couple of Genghis Khans. Where did they all learn so much about these identities to be able to ape them so well? Need we ask? Are any of these insane people reincarnations of the originals? Probably not. But all of them have the native ability to know everything there is to know about the originals by examining the past of this universe.

Another aspect of the same phenomena is that any incident that occurred in the distant past of this universe can be found in the past of any being in the universe today. And it is ridiculously easy for the being to believe that he was actually involved in this incident, for he has no evidence to the contrary.

Again, then, we see the sheer futility of ransacking the past of this universe in search of the ‘reasons why’ for current behavior. The being has the whole history of this universe to draw upon when he is a bit short of a convincing ‘reason why’ for a postulate, and will not hesitate to do so when pressed. Clutching a cherished postulate to his bosom, he will happily and methodically relate any and all of it to those who are stupid enough to search for the ‘reasons why’ of his postulate.

Only by resolving postulates in conflict can the being be freed from the trap the universe has become for him. This is the subject of the goals package in general, and the ‘To know’ package in particular.