Handling entities

September 7, 2006 on R3X Course

Editor's Note: There are no real details from OT3 or NOTs or other upper-level materials here, but some might consider anything involving entities dangerous in some way. Well, big deal, it's too late, you've now read the word. Still breathing? Then the worst is over and you might as well read the rest. Robert labeled this article "Confidential" and put a warning at the beginning. I edited out his label and warning for this checksheet. My reasoning is that pcs may originate about entities at any case level, not only when they are OT3, and to be in the position of not being able to handle such a situation when there is no real danger in doing so is unprofessional as well as ridiculous.

From a posting to the Yahoo R3X group:

In handling dianetic cases, one occasionally runs across an entity in the Pc's present time space. Even though I disagree with the need to address entities as a matter of course, one does occasionally crop up in auditing and needs to be summarily dispatched. There is a lot more tech regarding entities in the NOTs material and the Captain Bill bridge, but the following steps are all that I have been employing.

1. First thing to do is to 2way comm with the Pc to find out if the entity is in present time or from the incident. If the entity came up as a result of an incident being run, the incident must be thoroughly flattened first, using the Special Attention commands if necessary. Entities will usually blow by simply running the incident. I try to avoid addressing entities as I prefer to not validate the Pc's entity case. Entities are only there because of common charge. Better to dispatch the entity by running out the Pc's charge than by addressing the entity itself. LRH's rule on this is the same as mine. In the book A History of Man Chapter 10 he said: "We aren't much interested in auditing entities except when auditing one can reduce rapidly a physical somatic or physical ill."

2. Make sure that the Pc is hatted on how to address an entitity, i.e. to focus directly on it, to maintain a neutral attitude, and to acknowledge after each command carried out by the entity. In other words, the entity should be treated as would any Pc.

3. Get the Pc to get in contact with the being, i.e. locate him in space/time.

4. If need be, have the Pc run the "Hello and Okay" process on the entity. Hello and Okay process said to the Pc:
"Say hello to the entity."
"Have the entity say okay to that hello."
"Have the entity say hello to you."
"Say okay to that hello."
Done until the Pc knows he's in good comm with the entity.

5. Have the Pc ask the entity "What are you?". This means essentially "What game are you playing?" or "What role are you playing in that game?" (like "playing the game of tormentor", or being "a tormentor").

6. Have the Pc ask the entity "What incident are you stuck in?". This is a question that LRH suggested in one of the early 1950s lectures, and borrowed by the Capt. Bill bridge. This step may have to be carried out more than once depending on how ready the entity is to receive it.

If the entity balks at answering, the question may be repeated until it is answered.

If the entity still ignores the command, as a last resort, have the Pc assume the viewpoint of the All-That-Is (the Supreme Being, God, Infinite Being, the 8th Dynamic, etc.). Then give the command "From the viewpoint of the All-That-Is, ask the entity "What incident are you stuck in?" I've never known this to fail. If done right, the entity, no matter of what perceived stature, has no choice but to answer.

7. Tell the Pc to give the entity the command to "Move to that incident."

8. Tell the Pc to ask the entity the question "What are you aware of there?" or "What's there (at the beginning)?". If it's a point of turmoil or violence, tell the Pc to ask the entity if there is an earlier beginning he can find, until he finds a point where he felt peaceful and like himself. Then have the Pc give the command to "Move through to the end of the incident (or series of incidents if applicable)".

These commands are repeated as many times as necessary to run out the incident.

9. The 6-direction process may be used as an adjunct in order to speed things up if it's particularly charged. The patter for this would be "Have the entity put the incident above him, below, right, left, front, back, above, ...(etc.)" No need to ack the Pc on each of these commands.

10. Always have the Pc run the entity through the incident one last time to make sure the incident is flat.

Rarely, the entity will have an earlier similar or another incident to run. If so, then go through the same procedure again. This rarely happens, so I wouldn't anticipate it occurring.

11. When the entity is finally doing well and is free, you can have the client read him his rights by repeating these lines to him:
"You have the right to your own sanity and self determinism."
"You have the right to play or leave the game."
"We are not holding you, no one can."
"If you wish you can stay and help us clean up this game."
This step is not a necessity, but it is useful and is, at least in essence if not word for word, part of the Capt. Bill bridge.

12. Have the Pc give the entity the command "Point to the being you individuated from". I'm not sure where this command originated, but it is included in The Pilot's materials. It has been very effective so far. By this time the entity should be free.

Special Circumstances

13. If the entity was involved with a base or a space ship or machinery or any MEST like that, have the Pc get the entity to run 6-directions on all the MEST involved. This is done right after the entity is finished running the incident it's stuck in.

At the end of a session with an entity in this situation, I'll have the Pc mock up some positive energy in the spot where the MEST was, in an effort to fill the vacuum.


This procedure has worked every time for me and has never failed me.

Robert D.