.ll 72 .fo off .co on .ce ((Editor's comments in double parenthesis - Homer)) .ce Copyright (C) Flemming A. Funch .ce Redistribution rights granted for non commercial purposes Technical Essay # 29 - FAF 19 January 1991 .ce What to Clear .. and what not to clear Clearing is about eliminating unwanted barriers. This fits in with the view of life as a game. A game has goals, freedoms, barriers, and players. If a game doesn't have these things it isn't a game. To have a game we need these elements present in an optimum combination that makes for an exciting game. In this universe there are a lot of extra, unwanted distractions. That is, a lot of factors that don't contribute to having an exciting game. Noise, basically. A wealth of aberrated sub-games, old stuck games, sabotaged games, unknown games, unbalanced games, and so forth. We are addressing all these undesired distractions. We are trying to enable beings to play the games they choose, to know exactly what they are doing, and to not have to play unwanted games. Where clearing stops is where the being is playing the exact game(s) he chooses. Those games are played in life. They are finished by actually playing them. In life, not in session. So, what we want to clear is undesired, distracting game elements. That is important, because one can make the mistake of clearing what one really wants to keep. That sounds very obvious, and it is. However, it has often been overlooked. It depends on where one starts, which entrance point one uses into clearing. Do you start with something desired or with something undesired. If you clear what is connected with a desired element, you are likely to as-is what makes it persist. And it will disappear! You tend to lose your desired game element. If you put the attention on undesired elements and you clear those away, well then those are the ones that will disappear. That is probably a better idea. Now, we can do clearing both negatively or positively. Negatively, we can locate and erase occurrences of a certain type of phenomenon that aren't desired. We find out exactly where it is, when it is, what it is, who made it, and so forth. That will produce as-isness. There will no longer be an issue there. Positively, we can exercise what one really wants to do and thereby deflating the value of any distractions or contrary vectors. We directly make the being better able to play the games he wants, and anything contrary to that will tend to drop out of sight. In other words, desirable elements are drilled and improved in a positive way. Undesirable elements are viewed as exactly as possible, so that they will vanish or at least go out of sight, negative clearing. As discussed previously positive and negative need to be balanced throughout one's path of clearing. Putting attention on desired elements and then doing negative clearing is quite risky. Even if we ask for what is blocking the desired elements we run the risk of clearing away something that shouldn't have been cleared. Going up the bridge the person's attention will naturally shift from negative phenomena to positive aspirations. So, if we just follow the person's attention and clear what is there, it is going to work fine at first, but on the higher levels we might end up clearing the wrong thing. At the higher levels it takes a bit more work to locate something undesirable. It is not necessarily right there in front of one's face, one has to go out and look for it. One has to work at restimulating something, going out of one's way to find something one doesn't want to deal with. Let's look at the main methods of finding something to clear for the first dynamic case band. D1: We look for stuff the pc has difficulty experiencing. That is material that he can't remember, is embarrassed about, is opposed to, has committed overts against, has service facs about, that has overwhelmed him in the past, and so forth. We simply need to bring up a subject and see if he gets a reaction to it. We keep doing that until, ideally, he doesn't react on subjects. D2: If we have already cleared D1 we need to do something more drastic to bring up some charge. It is not enough to just mention a subject. We need to bring him in contact with other beings and viewpoints of different kinds. When some undesirable game element appears we will clear it. We will continue doing that until he can interact with any being or viewpoint without the appearance of something unwanted. D3: Here the keyword is undesired activities, groups, and games. Is the guy involved with some activities and vectors he doesn't really want. Distractions. That is what we are going to clear. When we have cleared what he immediately knows of, we will bring him into contact with new activities, vectors, flows, groups, games until he can handle any of them. For the first four dynamic areas the watchword is apparently resistance. One is resisting something undesired: experiences, interactions, activity flows, or categorization. The main thing one has to learn is how to be transparent under any conditions while one is doing exactly what one wants. If any effects can go "right through you" at your option you can be free to position yourself to have the game you want. The last four dynamics probably have a different underlying principle. Maybe persistence, I don't know.