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There may be an earlier series of implant universes that are similar to the penalty universes Ths earlier set uses a body type that seem to be "cloud forms" rather than physical bodies The goals are something like "Eternalize" and "To Individuate" There are number of possibilities mentioned in the penalty universe master list (especially the goal "To Grow" which has a cloud style GE (Genetic Entity - admin) body and a non-standart pattern of of items) The penalty universes follow the tone scale in their pattern of of decaying items, and I believe that they are the source of the tone scale as we know it This tone scale is a pattern of decay, beginning from a high point and sliding downwards By its very nature it assumes the prior existence of things which can decay
The earlier series has a different scale I have put it together as best I can, based primarily on a) running the goal "To Grow", b) meter assessment, c) deductive logic based on observation I cannot guarantee that it is correct The main characteristics of this scale is that it builds up before it sinks This type of pattern, rather than a pure decay, would be truly necessary in truly early implants that could not assume the prior existence of a complex environment
If there are earlier and more basic versions of the penalty universes, then this also might not be the earliest It does not start from total nothingness It sems to assume that there are other beings and there is already the possibility of a game, and it seems that one's desire to for games was used as the hook that suckered you into the implant Therefore I will call this the games tone scale Note that the penalty universes and the ordinary tone scale use aesthetics and action as the hook which keeps you attached to to the incident That is far lower than a desire for games, but it hints that there might be more basic things that drive off of a desire for creation (which is senior to games)
The scale is as follows:
- Anticipation
- Curiosity
- Interest
- Desire
- Fascination
- Excitement
- Experience
- Enjoyment
- Achievement
- Expansion
- Overextension
- Overcomplexity
- Confusion
- Gone on too long (over-run, tired)
- Must continue
- Enforcement
- Solidity (mass)
- Inhibit
- Can't stop
- Struggle
- Protection
- Failed protect
- Punish
- Own
- Desperation
- Dispersal
- Failure
- Overwhelm
- Blame
- Shame
- Regret
- Unreality
- Waste
- Substitute
- Degradation
- Disinterest
- Abandonment
- Failed to leave
- Protest
- Frantic
- Unknownness
- Unknowing fixidity
In other words, the implant universe "To Grow" had the item "To Grow is To Anticipate" up near the top and the item "To Grow is To Be Fixated" down near the bottom And goals like "To Energize", "To Eternalize", and "To Individuate" all react strongly on these items
This whole area is very much in need of further research
To Eternalize is to Anticipate
To Eternalize is to be Curious
To Eternalize is to be Interested
To Eternalize is to Desire
To Eternalize is to be Fascinated
... To Eternalize is to be Excited
To Eternalize is to Experience
To Eternalize is to Enjoy
To Eternalize is to Achieve
To Eternalize is to Expand
To Eternalize is to Overextend
To Eternalize is to be Overcomplex
To Eternalize is to be Confused
To Eternalize is to be Gone on for too long (over-run, tired)
To Eternalize is to Must Continue
To Eternalize is to Enforce
To Eternalize is to Solidify (mass)
To Eternalize is to Inhibit
To Eternalize is Can't Stop
To Eternalize is to Struggle
To Eternalize is to Protect
To Eternalize is to Fail to Protect
To Eternalize is to Punish
To Eternalize is to Own
To Eternalize is to be Desperate
To Eternalize is to be Dispersed
To Eternalize is to Fail
To Eternalize is to Overwhelm
To Eternalize is to Blame
To Eternalize is to be Ashamed
To Eternalize is to Regret
To Eternalize is to be Unreal
To Eternalize is to Waste
To Eternalize is to Substitute
To Eternalize is to Degrade
To Eternalize is to be Disinterested
To Eternalize is to Abandon
To Eternalize is to Fail to Leave
To Eternalize is to Protest
To Eternalize is to be Frantic
To Eternalize is to be Unknowing
To Eternalize is Unknowing Fixidity
Before the actual beginning of the mest quanta game, about 25 quadrillion years ago, there was something one might term the "conseptualizing game" Theta quanta didn't play a role yet One flashed concepts at each other, or rather, one was these concepts It felt like sitting in a hot-air baloon and floating through an electric storm - blackness above, blackness below, blackness all around, no orientation points, no shapes, no forms, but an incessant fireworks of lightig's flashing from all corners at once A game of concepts, of what one could Be and Do and Have without anyone actually becoming serious about it and making it "real" This is what Xenu did by introducing theta quanta He made it have consequence; he made it real
A postulate, a concept, a thought - they are by nature unlimited in space They do not contain energy, matter or time They come as fast as they go And so, at the time we speak about, nothing lasted - but still, there were agreements and disagreements about concepts, there were concepts originators and concept followers In a word, there were "thought vectors" - thoughts going in certain directions
When Xenu originated and demonstrated his theta quanta concept, others voiced their opinions and comments This way thought vectors were established One was - "Those that aren't as skilled in this game as others should have the opportunity to be taught Let it be a fair game!" Another - "Whatever you do with your quanta, whatever you create - just make sure it's aesthetic!" Elron's was - "Above all, keep order!" And that of Yatrus - "See how far you can go with it"
Yatrus postulate seems innocent enough, but it's in fact so cunning that one might argue that Xenu's game was actually run by Yatrus and not by Xenu himself To start with, "see how far yu can go with it" contains the idea of unchecked expansion, of everybody expanding uncoordinatedly and eventually against each other, unlimited egoism and utter irresponsibility are implied "Well, I just wanted to see how far I could go with it and as nobody stopped me ..." - you see? No own responsibility Egoism unlimited
The most tricky of this is the following - the more someone takes a game to its limits and perhaps perverts it, the more someone strains a relationship and humiliates his partner, in a word, the more someone puts his own ideas in action without considering the effect it may have on others - the more he fulfills the postulate of Yatrus Believing in doing his own thing he actually does his thing - his own ideas are modified by Yatru's game concept Xenu himself fell for that, with his unlimited and uncoordinated production, solidification and implanting of theta quanta - let's see how far we can go with it Hubbard (Elron) too, by the way! Witness how he went over the top in running his church
Any game, if played on the basis of that particular postulate, is really Yatru's game And so the whole MEST creation game went out of hand Before the MEST game, in the "beingness game", one blended in, one undulated between static and beingness, one wasn't "important" - and now; the more ego, the better See how far you can go with it End of undulation"
Elkin, excerpt from "The Pied Pipers Of Heaven"
"Immortal Spiritual Beings", which I refer to as "IS-BEs", for the sake of convenience, are the source and creators of illusions Each one, individually and collectively, in their original, unfettered state of being, are an eternal, all-powerful, all-knowing entity IS-BEs create space by imagining a location The intervening distance between themselves and the imagined location is what we call space An IS-BE can perceive the space and objects created by other IS-BEs IS-BEs are not physical universe entities They are a source of energy and illusion IS-BEs are not located in space or time, but can create space, place particles in space, create energy and shape particles into various forms, cause the motion of forms, and animate forms Any form that is animated by an IS-BE is called life An IS-BE can decide to agree that they are located in space or time, and that they, themselves, are an object, or any other manner of illusion created by themselves or another or other IS-BEs The disadvantage of creating of illusion is that an illusion must be continually created If not continually created, it disappears Continual creation of an illusion requires incessant attention to every detail of the illusion in order to sustain it A common denominator of IS-BEs seems to be the desire to avoid boredom
Relative Importances
Before the beginning of the Ring Archives, in the "Source without Comparison" state or Super Static State, a lot of Super Important Telepathic Agreements were made which produced the very essence of Games, Rings, Existence, and Conditions. They were all done by "Responsibility" taking as "TRUTH" mis-powered data. (MP = mispowered = the top triangle harmonic of a "misunderstood." This is because ARC = U and thus "Mis-U's." So KRC = P, thus "Mis-P's.")
________________
These "Super Importances" were the very essence of creating potential for KRC, ARC, Games, Rings, Existence and Conditions.
________________
They all had one point in common. They each made a truly less important datum into a relatively more important datum. Thus Super Static State could be "departed from" and the Ring Archives Games played - or any other Games for that matter.
________________
Some of these Altered Importances "Agreed and Responsibility held" are:
"Game" is more important than "Same"
or Game State > Same State.
________________
"Win" is more important than "Then."
or Win State > Then State
________________
"Play" is more important than "Stay"
"Goal" is more important than "Soul"
or Goal State > Soul State (Q)
"Create" is more important than "Rate"
or Create State > Rate State (Rate = Evaluate)
________________
"Be" is more important than "See"
or Be State > See State
________________
"Achieve" is more important than "Perceive"
or Achieve State > Perceive State
________________
These 7 are the basic Pre - Existence - Mis-Evaluations of Importance or Mis-Powered Datums (sic). (There are others on lower harmonics derived from these).
________________
By agreeing to these, the Super Static State was departed from & The Ring Archives Games began.
Thus the Super Static State has the Quality & Viability factors of:
SAME
THEN
STAY
SOUL (Q)
RATE (EVALUATE)
SEE
PERCEIVE
And a departure Game State has the Quantity factors of:
GAME
WIN
PLAY
GOAL
CREATE
BE
ACHIEVE
These are SOURCE Evaluations of Relative Importance as the necessary pre-requisites for EXISTENCE and CONDITIONS.
The 7 Altered Importances that were the basis of all that Ensued in the Ring Archives were (are) a LOGIC "variation" or "de-tuning" of SOURCE.
______________
What are the inherent PRE-LOGICS of Source?
______________
1) There is a gradient scale of importances.
2.) Unconnected, Disconnected, and Connected Source States are possible. (Hold, Withdraw and Reach are the associated actions).
3.) Postulates cause possibilities and alignment of them.
4.) Determinism chooses Postulates, States, and Importances.
5.) Comparison regulates Determinism.
6.) Comparison is the perception of identities, similarities, and differences.
7.) The basic comparison is s 1 with s 2 (Own Static State with All Other's
Static State)
8.) The pre-basic concept is "Static without comparison" reaching or being reached by another "Static without Comparison."
9.) It is as difficult to "explain" one source as it is to explain multi or more than one sources. Just assuming "they all came from one" does not explain the "one" or do anything but try to reduce the confusion of the question or throw away responsibility for answering it.
10.) The Question can be then framed: "Who and Why are all these Statics without comparison?"
11.) Without them, there would be nothing - not even these questions. With them, there is everything, including these questions.
12.) The initial "reach" by a "Static without comparison" was with a perception.
13.) A perception can be telepathic, permeative, penetrative or cognitive.
14.) The initial "being reached" of a "Static without comparison" was by a reception.
15.) A reception can be telepathic, assimilative, piercing, or reflective.
16.) A perception plus a reception is a conception.
P + R = C
17.) A conception can be communication, reality, affinity or understanding.
18.) The first conception was cognitive + reflective and gave the 1st Understanding.
The Cognitive Perception was:
AWARENESS of SELF BEING AWARE or PERCEPTION of OWN
AWARENESS.
The Reflective Reception was:
AWARENESS of OTHERS BEING AWARE OR RECEPTION of OTHER'S AWARENESS. (sic)
19.) The first Understanding therefore was (P + R = C); an Understanding
Conception of COMPARISON of SELF to OTHERS.
20.) Thus all else follows. The "Statics without Comparison" are the WHO's & WHY's for all else. And the "How" is answered by this also.
21.) The final PRE-LOGIC or prime PRE-LOGIC is:
THE CERTAINTY OF
INCOMPARABILITY
OF STATIC
IS THE
HIGHEST
CERTAINTY
ONE CAN REACH
FROM, WITHDRAW TO,
OR HOLD WITH - or
CONNECT TO, DISCONNECT
FROM, OR UNCONNECT
WITH TO PRODUCE ALL ELSE.