Time Track Illustrated

 

Time Track: The recording in mental image pictures of  the preclear's existence. The Time Track is a very accurate record of the pc's past, very accurately timed and very obedient to the auditor. If a motion picture film were 3 dimensional, had 55 perceptions and could fully react upon the observer, the Time Track could be called a motion picture film. 

"The content of the  Reactive Mind could be reduced to being pictures."

 

What the illustration is supposed to show are different Chains of associated incidents going back in time. The Chains shown are numbered 1 to 5. The incidents in a Chain are held together by similar content. Example: "A time you felt pain in your shoulder" goes back to earlier times pc had the same pain in the shoulder. Chains are held together by (1) subject, like "A time you lost money"; or by (2)  'Somatic', meaning a body sensation, pain  or emotion ("a time you felt sad", "a time you felt happy", "a time you had a stomach ache", "a time you felt sexual attraction"). 

The factors holding one Chain together are similar to a search criteria in a data base. You can 'search' - go earlier similar - on a specific Somatic or on Content and find the basic source of it - the first time it happened.

The 55 perceptions mentioned under The Time Track were found and classified simply from what type of details many, many pc's in sessions were capable of recalling. When this was all added up the list below was put together. Pc's/Students will get a good understanding of this in Recall processes, such as the Self Analysis Lists.

On Grade 5, Engram Clearing, the somatics Chains with painful and traumatic content are tracked down. They go way back in time and can be recalled and be re-experienced in great detail, leading to an As-is'ness of the pictures and the pains and misemotions, etc. contained in them. When this happens the Engrams and the Chain is said to be erased.

The 55 perceptions that are recorded and are possible to recover in processing are:

1. TIME (when it happened and the duration of an incident).
2. SIGHT
3. TASTE
4. COLOR
5. SOLIDITY (barriers)
6. RELATIVE SIZES (surrounding bodies and scenery).
7. SOUND
8. PITCH
9. TONE
10. VOLUME
11. RHYTHM
12. SMELL (4 subdivisions).
13. TOUCH (4 subdivisions).
14. PERSONAL EMOTION
15. ENDOCRINE STATES (awareness of adrenalin or sexual arousal for instance).
16. AWARENESS OF AWARENESS (the thetan is also called 'The awareness of awareness unit').
17. PERSONAL SIZE
18. ORGANIC SENSATION (including hunger).
19. HEARTBEAT
20. BLOOD CIRCULATION
21. CELLULAR AND BACTERIAL POSITION (like infected body parts).
22. GRAVITY (self and others' weight. Weight of objects.)
23. MOTION OF SELF
24. MOTION (other bodies and objects.)
25. BODY POSITION
26. JOINT POSITION
27. BODY TEMPERATURE
28. EXTERNAL TEMPERATURE (other bodies and objects).
29. BALANCE
30. MUSCULAR TENSION
31. SALINE CONTENT OF SELF (salt content inside body or on the skin).
32. FIELDS/MAGNETIC (magnetic fields, electronic fields).
33. TIME TRACK MOTION
34. PHYSICAL ENERGY (personal state of energy or tiredness).
35. SELF DETERMINISM (relative on each dynamic).
36. MOISTURE (self, including thirst, sweat).
37. SOUND DIRECTION
38. EMOTIONAL STATE OF OTHER ORGANS (as pain or malfunction of an organ).
39. PERSONAL POSITION ON THE TONE SCALE
40. AFFINITY (self and others).
41. COMMUNICATION (self and others).
42. REALITY (self and others).
43. EMOTIONAL STATE OF GROUPS
44. COMPASS DIRECTION
45. LEVEL OF CONSCIOUSNESS
46. PAIN
47. PERCEPTION OF CONCLUSIONS (past and present).
48. PERCEPTION OF COMPUTATION (past and present).
49. PERCEPTION OF IMAGINATION (past and present).
50. PERCEPTION OF HAVING PERCEIVED (past and present).
51. AWARENESS OF NOT-KNOWING
52. AWARENESS OF IMPORTANCE, UNIMPORTANCE
53. AWARENESS OF OTHERS
54. AWARENESS OF LOCATION AND PLACEMENT
  (a )MASSES
  (b) SPACES
  (c) LOCATION ITSELF
55. PERCEPTION OF APPETITE (a special condition under18)

Not all pc's will have all these perceptions available to them - especially not early on. The pc's ability to recall it or even re-experience or relive it in session will however develop during processing. Some pc's may have a 'shut-off' of one or more perceptions. This may be handled down the line. That does not mean, that this perception wasn't recorded at the time of the incident.

The Time Track is peculiar in, that it responds real well and accurately to the auditor's command - like "Go to an incident containing (somatic or other content)" and "Go to an earlier incident containing (same somatic or same content)". Most of the Time Track is unknown to the pc. This part only seem to react on the pc - meaning not under his voluntary control. Instead the pc experiences this reactive part of his Time Track by the reactive pictures forcing their content on him as pains, upsets, emotional disturbances, strange ideas, odd behavior, etc. This collection of reactive pictures is also called the Reactive Bank. 

The common purpose of life and all its activities can be understood to be Survival. The original purpose and function of the Reactive Bank seem to have been to warn the pc about dangers and take over control to steer him out of danger; thus help him survive in critical situations.

This can illustrate how the Bank 
was supposed to help survival: 
   take over in a situation of emergency   
and get the person out of danger. 
He is knocked out and survival 
is out of his hands. 

 

The Bank is a warning and control system. It sets aside the analytical mind and takes over - like a surgeon 
  or first aid crew would do in an emergency. It makes the person unconscious to a degree, when activated, and 
controls the persons behavior. It inflicts commands (including pain)  upon the person to get compliance. But 
the Bank  (by design) only responds well to signals from the environment as it monitors that for danger. 
Since  the auditor and his actions are  part of that environment  it responds better to him than to the pc himself.

The patient is our pc. In his knocked 
   out state the Bank has taken over and   
set his analytical mind aside. He over-
reacts to anything in the environment 
that can be seen as a danger. Old 
reactive experiences on his Time Track 
try to guide him through and help 
him survive; but it does more 
harm than good.

The way the Time Track responds is why the formula called Auditors Trust, is so important to successful auditing. Auditor plus the PC is greater than the Bank (Auditor+PC>Bank).

The attempt of the Reactive Mind to control the individual with commands does not work in a complex world. The Bank's A=A=A type of thinking can cause a lot of mishaps, overreacting and repeating of bad incidents and the pc is a lot better off without his Reactive Bank.

(A=A=A, Anything equals anything equals anything. This is the way the Reactive Mind thinks, irrationally identifying thoughts, people, objects, experiences, statements, etc., with one another where little or no similarity actually exists. Example: Mr. X looks at a horse, knows it's a house, knows it's a school teacher, so when he sees a horse he is respectful. This is the behavior of the Reactive Mind. Everything is identified with everything on a certain subject).

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(Link to 'Engram Clearing - Preview', related to above)

Link to Engram Running, 1950 Style. Can be done by ST0 students doing a week-end seminar.
It covers the way Engrams were originally run. It is easy to learn and still in wide use.

 

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